Abstract : Gamification in businesses refers to the use of technology-assisted solutions to boost or change staff attitude, perception and behaviour, about the individual or collective goals and tasks. Previous research indicated that gamification techniques could introduce risks to the business environment, and not only fail to make a positive change, but also raise concerns about ethics, quality of work, and well-being in a workplace. Although the problem is already recognised in principle, there is still a need to clarify and concretise those risks, their factors and their relation to the gamification dynamics and mechanics. In this paper, we focus on gamification risks related to teamwork within the enterprise. To address this, we conducted three-stage empirical research in two large-scale businesses using gamification in their workplace, including two months’ observation and interview study. We outline various risk mitigation strategies and map them to primary types of gamification risks. By accomplishing such conceptualisation, we pave the way towards methods to model, detect and predict gamification risks on teamwork and recommend design practices and strategies to tackle them.
https://hal.inria.fr/hal-02156453 Contributor : Hal IfipConnect in order to contact the contributor Submitted on : Friday, June 14, 2019 - 1:48:00 PM Last modification on : Sunday, November 22, 2020 - 12:22:03 PM
Abdullah Algashami, Sainabou Cham, Laura Vuillier, Angelos Stefanidis, Keith Phalp, et al.. Conceptualising Gamification Risks to Teamwork within Enterprise. 11th IFIP Working Conference on The Practice of Enterprise Modeling (PoEM), Oct 2018, Vienna, Austria. pp.105-120, ⟨10.1007/978-3-030-02302-7_7⟩. ⟨hal-02156453⟩