The Application of Gamification to the Enterprise Systems
نویسنده
چکیده
Gamification is the application of game-like techniques to non-game environments in order to increase motivation, engagement and learning (Kapp, 2012). At its simplest form, gamification is a systematic instructional development process (Farber, 2015), which incorporates elements such as points, leaderboards and/or badges and who’s primary purpose is to change behavior and develop skills (Burke, 2014). Enterprise systems comprise of complex organizational-wide software applications, which support day-today processes, such as information gathering, data analytics, and reporting. In a 2014 Gallup poll, only 31.5% of employees were engaged in their jobs while 51% were “not engaged” and 17.5% were “actively disengaged.” In other words, 68.5% of employees were not enthusiastic about nor committed to their work or place of employment. What steps could we take to change such an astonishing statistics? What role could gamification and motivation play in an enterprise environment? What is the perception of employees of a gamified enterprise system? The presenters in this session propose a theoretical analysis of gamification and its application in the enterprise system. From the perspective of gamification, the presenters will engage the audience in a discussion of the use of game elements such as dynamics, mechanics and components. The presenters will propose that the application of game elements can increase rates of engagement and motivation in the enterprise. Gamification elements can be applied to many of the day-to-day enterprise activities such as training, project management, customer support, data-entry and others (Prakash & Rao, 2015). The presenters will propose various applications of gamification such as points, badges, and leaderboards. Herzberg (1966) two-factor theory demonstrates that job satisfaction can increase through the use of intrinsic and extrinsic motivation. Through the use of job recognition, responsibility, advancement, and growth, employees in the enterprise can feel more satisfied with their work (Prakash & Rao, 2015). The presenters will discuss the effects of motivation, including the abstract distinction between the “wanting to do something (intrinsic), and the “needing to do something” (extrinsic) (Werbach & Hunter, 2012). In contrast to the behaviorist theories of Herzberg is the cognitivist approach of Deci and Ryan (2004) SelfDetermination Theory (SDT), which suggest the need for growth and well-being by addressing three distinct categories of the human psychic: competence, relatedness, and autonomy. In addition, to the theory behind gamification and motivation, the presenters will also discuss existing scholarly research and real-world applications.
منابع مشابه
Learning Gamification Design - An Usability First Approach for the Enterprise Infoboard Experiment
Gamification or gameful design attempts to raise participation through the application of game design patterns and principles in nongame environments. It has successfully been applied but in many cases gamification fails due to di↵erent kind of design phase pitfalls. Several game and gamification design taxonomies and guides exists. But it is hard to select the right one for a specific applicat...
متن کاملAn Integrated Enterprise Resources Planning (ERP) Framework forFlexible Manufacturing SystemsUsing Business Intelligence (BI)Tools
Nowadays Business intelligence (BI) tools provide optimal decision making, analyzing, controlling and monitoring of operations in enterprise systems like enterprise resource planning (ERP) and mainly refer to strong decision making methods used in online analytical processing, reporting and data analysis, such as improve internal processes, analysis of resources, information needs analysis, red...
متن کاملData-Driven Gamification Design: An Enterprise Systems Perspective from the Front Line
The need for data-driven gamification in enterprise systems is essential for the design, development and implementation of robust management information systems capability. However, the gamification of enterprise systems need to look beyond the user interface as a key driver of the effectiveness of system design and implementation by taking a more holistic approach. A survey was undertaken of 2...
متن کاملInvestigating the Relationship between Player Types and Learning Styles in Gamification Design
An educational gamification is a new approach that has developed hopes to increase the effectiveness of learning. Computer game users are actually players that are categorized according to their personalities and have different learning styles. To achieve maximum performance in designing gamified learning, one can determine the relationship between player types and their learning styles, and th...
متن کاملعوامل مهم موفقیت مدیران در استقرار نظامهای برنامهریزی منابع سازمان
Enterprise Resource Planning (ERP) adoption and its extensive application by great and medium-size firm and organizations are described as ERP revolution. Numerous firms have substituted their old information systems with newer ones, i.e. Enterprise Resource Planning (ERP) systems as an integrated response to extensive information needs of firms. ERP is a unique data base system that integrates...
متن کامل