A Feasibility Study for Gamification in Transport Maintenance: Requirements to implement gamification in heterogeneous organizations
2015 (English)In: Games and Virtual Worlds for Serious Applications (VS-Games), 2015 7th International Conference on, IEEE conference proceedings, 2015, 1-7 p.Conference paper (Refereed)
Gamification has been successfully applied in many domains, but mostly for simple, isolated and operational tasks. The hope for gamification as a method to radically change and improve behavior, to provide incentives for sustained engagement has proven to be more difficult to get right. Applying gamification in large networked organizations with heterogeneous tasks remains a challenge. Applying gamification in such enterprise environments posits different requirements, and a match between these requirements and the institution needs to be investigated before venturing into the design and implementation of gamification. The current paper contributes a study where the authors investigate the feasibility of implementing gamification in Trafikverket, the Swedish transport administration. Through an investigation of the institutional arrangements around data collection, procurement processes and links to institutional structures, the study finds areas within Trafikverket where gamification could be successfully applied, and suggests gaps and methods to apply gamification in other areas.
Place, publisher, year, edition, pages
IEEE conference proceedings, 2015. 1-7 p.
gamification, feasibility, requirements, data mining, procurement
Electrical Engineering, Electronic Engineering, Information Engineering
Research subject Computer Science
IdentifiersURN: urn:nbn:se:kth:diva-181420DOI: 10.1109/VS-GAMES.2015.7295758ISI: 000380426500001ScopusID: 2-s2.0-84954518787OAI: oai:DiVA.org:kth-181420DiVA: diva2:899451
2015 IEEE 7th International Conference on Games and Virtual Worlds for Serious Applications,16-18 Sept. 2015 , Skövde, Sweden
QC 201602152016-02-022016-02-012016-09-05Bibliographically approved