Gamification of in-house enterprise settings: A literature review
Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
The practice of utilizing gameful design elements in in-house enterprise settings is an emerging phenomena. Research on the subject is, however, disciplinarily dispersed and difficult to find. Further, there are no summary overviews of subject. Through a literature review of existing research, this thesis illuminates gaps in the current research, avenues of interests for approaches to the application of gameful design elements in in-house enterprise settings and provides a conceptual overview of the state of the field. This is accomplished by answering the research questions: how has research approached the study of gamification of in-house-enterprise settings and what does research contribute? The review concludes that research sees both promises and perils with the gamification of work settings for both employees and enterprises in general. In constructing these arguments research draws upon theory from various academic disciplines. However, the proliferation of unfounded arguments, for and against, the utilization of gamification are identified. Empirically grounded research lends some credence to the assumption that gamification can benefit both employees and enterprises. Effects of gamification are however not conclusive and should be studied further.
Place, publisher, year, edition, pages
2015. , 33 p.
Informatik Student Paper Master (INFSPM), SPM2015.08
Gamification, gameful design, enterprise, business, literature review
Information Systems, Social aspects Information Systems
IdentifiersURN: urn:nbn:se:umu:diva-104891OAI: oai:DiVA.org:umu-104891DiVA: diva2:821458