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Work and Play : An Experiment in Enterprise Gamification. / Stanculescu, L.C.; Bozzon, Alessandro; Sips, Robert Jan; Houben, Geert Jan.

Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW 2016. Vol. 27 New York, NY : Association for Computing Machinery (ACM), 2016. p. 346-358.

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Harvard

Stanculescu, LC, Bozzon, A, Sips, RJ & Houben, GJ 2016, Work and Play: An Experiment in Enterprise Gamification. in Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW 2016. vol. 27, Association for Computing Machinery (ACM), New York, NY, pp. 346-358, 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW 2016, San Francisco, United States, 27/02/16. https://doi.org/10.1145/2818048.2820061

APA

Stanculescu, L. C., Bozzon, A., Sips, R. J., & Houben, G. J. (2016). Work and Play: An Experiment in Enterprise Gamification. In Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW 2016 (Vol. 27, pp. 346-358). New York, NY: Association for Computing Machinery (ACM). https://doi.org/10.1145/2818048.2820061

Vancouver

Stanculescu LC, Bozzon A, Sips RJ, Houben GJ. Work and Play: An Experiment in Enterprise Gamification. In Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW 2016. Vol. 27. New York, NY: Association for Computing Machinery (ACM). 2016. p. 346-358 https://doi.org/10.1145/2818048.2820061

Author

Stanculescu, L.C. ; Bozzon, Alessandro ; Sips, Robert Jan ; Houben, Geert Jan. / Work and Play : An Experiment in Enterprise Gamification. Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW 2016. Vol. 27 New York, NY : Association for Computing Machinery (ACM), 2016. pp. 346-358

BibTeX

@inproceedings{8aaa7cf11a7d413f9810f86e899ff346,
title = "Work and Play: An Experiment in Enterprise Gamification",
abstract = "In recent years, gamification, {"}the use of game design elements in non-game contexts{"}, has drawn the attention of an increasing number of scientists. Although several studies highlighted the benefits of gamification in many applications, its potential in the enterprise environment still needs to be fully understood. This work contributes to the studies in enterprise gamification with an experiment performed at a large multinational company. The experiment involved 206 employees for a period of 2 months. We describe a modular and extensible framework for enterprise gamification, designed to seamlessly integrate with existing enterprise-classWeb systems. We studied how a gamified tool can help to foster employees' engagement with such systems, by making day-to-day tasks more stimulating. We show how different game mechanics can help to achieve two business needs, namely social interaction and learning. To this end, we exploited the gamification framework to develop a Q&A Web application combined with learning, news sharing, and social connections capabilities. Results provide strong evidence of how a gamified experience can foster learning and social behaviour in employees, and provide new insights about the effectiveness of several game mechanics in an enterprise context.",
keywords = "Enterprise, Gamification, Learning, Social behaviour",
author = "L.C. Stanculescu and Alessandro Bozzon and Sips, {Robert Jan} and Houben, {Geert Jan}",
year = "2016",
month = "2",
day = "27",
doi = "10.1145/2818048.2820061",
language = "English",
volume = "27",
pages = "346--358",
booktitle = "Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW 2016",
publisher = "Association for Computing Machinery (ACM)",
address = "United States",

}

RIS

TY - GEN

T1 - Work and Play

T2 - An Experiment in Enterprise Gamification

AU - Stanculescu, L.C.

AU - Bozzon, Alessandro

AU - Sips, Robert Jan

AU - Houben, Geert Jan

PY - 2016/2/27

Y1 - 2016/2/27

N2 - In recent years, gamification, "the use of game design elements in non-game contexts", has drawn the attention of an increasing number of scientists. Although several studies highlighted the benefits of gamification in many applications, its potential in the enterprise environment still needs to be fully understood. This work contributes to the studies in enterprise gamification with an experiment performed at a large multinational company. The experiment involved 206 employees for a period of 2 months. We describe a modular and extensible framework for enterprise gamification, designed to seamlessly integrate with existing enterprise-classWeb systems. We studied how a gamified tool can help to foster employees' engagement with such systems, by making day-to-day tasks more stimulating. We show how different game mechanics can help to achieve two business needs, namely social interaction and learning. To this end, we exploited the gamification framework to develop a Q&A Web application combined with learning, news sharing, and social connections capabilities. Results provide strong evidence of how a gamified experience can foster learning and social behaviour in employees, and provide new insights about the effectiveness of several game mechanics in an enterprise context.

AB - In recent years, gamification, "the use of game design elements in non-game contexts", has drawn the attention of an increasing number of scientists. Although several studies highlighted the benefits of gamification in many applications, its potential in the enterprise environment still needs to be fully understood. This work contributes to the studies in enterprise gamification with an experiment performed at a large multinational company. The experiment involved 206 employees for a period of 2 months. We describe a modular and extensible framework for enterprise gamification, designed to seamlessly integrate with existing enterprise-classWeb systems. We studied how a gamified tool can help to foster employees' engagement with such systems, by making day-to-day tasks more stimulating. We show how different game mechanics can help to achieve two business needs, namely social interaction and learning. To this end, we exploited the gamification framework to develop a Q&A Web application combined with learning, news sharing, and social connections capabilities. Results provide strong evidence of how a gamified experience can foster learning and social behaviour in employees, and provide new insights about the effectiveness of several game mechanics in an enterprise context.

KW - Enterprise

KW - Gamification

KW - Learning

KW - Social behaviour

UR - http://www.scopus.com/inward/record.url?scp=84963512376&partnerID=8YFLogxK

U2 - 10.1145/2818048.2820061

DO - 10.1145/2818048.2820061

M3 - Conference contribution

VL - 27

SP - 346

EP - 358

BT - Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW 2016

PB - Association for Computing Machinery (ACM)

CY - New York, NY

ER -

ID: 10682985