{"title":"Gamification of Project Management within a Corporate Environment: An Exploratory Study","authors":"Ryan Sammut, D. Seychell, Neville Attard","doi":"10.1109/VS-Games.2014.7012158","DOIUrl":null,"url":null,"abstract":"This study1 sought to understand the concept of Gamification, the science that drives it, how to successfully implement Gamification and the issues that may arise when Gamification is introduced in a corporate environment. This was achieved through the development of 2 artifacts that were used in an experimental exercise to test the relevance and acceptance of Gamification in Project Management. Due to the limited secondary data available related to Gamification for project management within a corporate environment, this research project conducts exploratory, qualitative research to provide further insight in relation to this topic. Encouraging data in favour of the introduction of Gamification was extracted with a number of discussion points which require further evaluation.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"53 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VS-Games.2014.7012158","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7
Abstract
This study1 sought to understand the concept of Gamification, the science that drives it, how to successfully implement Gamification and the issues that may arise when Gamification is introduced in a corporate environment. This was achieved through the development of 2 artifacts that were used in an experimental exercise to test the relevance and acceptance of Gamification in Project Management. Due to the limited secondary data available related to Gamification for project management within a corporate environment, this research project conducts exploratory, qualitative research to provide further insight in relation to this topic. Encouraging data in favour of the introduction of Gamification was extracted with a number of discussion points which require further evaluation.