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来源类型 | Conference Proceedings |
规范类型 | 其他 |
How to motivate and engage generation 'clash of clans' at work? Emergent properties of business gamification elements in the digital economy. | |
Dacre, Nicholas; Constantinides, Panos; Nandhakumar, Joe | |
发表日期 | 2015-09-21 |
出处 | http://publications.aston.ac.uk/27322/ |
出版年 | 2015 |
页码 | 9-17 |
语种 | 英语 |
摘要 | Organisations are currently lacking in developing and implementing business systems in meaningful ways to motivate and engage their staff. This is particularly salient as the average employee spends eleven cumulative years of their life at work, however less than one third of the workforce are actually engaged in their duties throughout their career. Such low levels of engagement are particularly prominent with younger employees, referred to as Generation Y (GenY), who are the least engaged of all groups at work. However they will dedicate around five cumulative years of their life immersed playing video games such as ‘Clash of Clans’, whether for social, competitive, extrinsic, or intrinsic motivational factors. Using behavioural concepts derived from video games, and applying game design elements in business systems to motivate employees in the digital economy, is a concept which has come to be recognised as Business Gamification. Thus, the purpose of this research paper is to further our understanding of game design elements for business, and investigate their properties from design to implementation in gamified systems. Following a two year ethnographic style study with both a system development, and a communication agency largely staffed with GenY employees, findings suggest properties in game design elements are emergent and temporal in their instantiations. |
特色分类 | BF0501 Motivation$GV1469.15 Computer games. Video games. Fantasy games$HD8038 Professions (General). Professional employees$HM0846 Technological innovations. Technology |
关键词 | Business Gamification, Motivation, Digital Economy, Leaderboard, Self-Continuity |
URL | http://sro.sussex.ac.uk/id/eprint/70589/ |
来源智库 | Science Policy Research Unit (United Kingdom) |
资源类型 | 智库出版物 |
条目标识符 | http://119.78.100.153/handle/2XGU8XDN/468574 |
推荐引用方式 GB/T 7714 | Dacre, Nicholas,Constantinides, Panos,Nandhakumar, Joe. How to motivate and engage generation 'clash of clans' at work? Emergent properties of business gamification elements in the digital economy.. 2015. |
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