Information Technology Reference
In-Depth Information
To the best of our knowledge, there currently exists no study on employees'
perception of gamification. Therefore, we attempt to better understand employees'
behavior in more detail.
9.3 An Enterprise Gamification Experiment
Gamification methods have been applied in various environments and for
different purposes such as enterprise workplaces, education, pervasive healthcare,
e-commerce, human resource management, and many more (e.g., [ 1 , 4 , 27 ]).
Although these studies indicate that gamification can lead to increased user activity,
a detailed analysis of users' perception of gamification principles has hardly been
studied. We are all individuals and are driven by different input factors such as our
personality, as well as social or cultural differences [ 11 , 17 , 35 - 37 ]. Especially in an
enterprise scenario, it is of utmost importance to measure challenges and risks that
occur due to these differences before introducing gamification methods though. On
the one hand, we expect gamification to increase user participation within an enter-
prise. On the other hand, the visibility of user interaction (or lack thereof), e.g., the
position of the employee on a leaderboard can increase the stress level of employees
or even cause fear that their activities on a gamified system will be used as an indica-
tor of their engagement with the company. Although gamification has successfully
been applied in office scenarios, it remains unclear how employees really feel about
the introduction of a gamified system at their workplace.
In this section, we address this issue from two directions. First, we present the
outcome of an online survey where we analyze users' opinion about gamification
in a workplace environment. Then, we analyze the interaction logs of a redesigned
gamified enterprise bookmarking system to compare the employees' subjective per-
ception of gamification with their actual behavior when using a gamified system.
Results indicate that there is a strong relationship between employees' perception of
gamification and their actual interaction with such system.
We examine the role of gamification in a workplace environment from an
employee's point of view. More specifically, we aim to answer the following research
questions:
Do employees perceive gamification as a positive or negative factor?
How is the perceived role of gamification reflected by actual usage patterns?
Aiming to address these questions, we defined an online questionnaire on users'
expertise and perception of gamification methods, distributed it among employees
of a technical research institute, and evaluated their responses. To evaluate whether
their subjective answers are on a par with their actual interaction with a gami-
fied system, we further introduced a gamified Social Enterprise Bookmarking Sys-
tem and analyzed the participants' engagement with this system over a period of
1week.
Search WWH ::




Custom Search