ABSTRACT
This paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.
- Chanin Ballance. 2013. Use of games in training: interactive experiences that engage us to learn. Industrial and Commercial Training 45, 4: 218--221. http://doi.org/10.1108/00197851311323501Google ScholarCross Ref
- Caroline Bayart, Sandra Bertezene, David Vallat, and Jacques Martin. 2014. Serious games: leverage for knowledge management. The TQM Journal 26, 3: 235--252. http://doi.org/10.1108/TQM-12-2013-0143Google ScholarCross Ref
- Max V. Birk, Regan L. Mandryk, Matthew K. Miller, and Kathrin M. Gerling. 2015. How Self-Esteem Shapes our Interactions with Play Technologies. Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '15, 35--45. http://doi.org/10.1145/2793107.2793111 Google ScholarDigital Library
- Jared Cechanowicz, Carl Gutwin, Briana Brownell, and Larry Goodfellow. 2013. Effects of gamification on participation and data quality in a real-world market research domain. Proceedings of the First International Conference on Gameful Design, Research, and Applications - Gamification '13. http://doi.org/10.1145/2583008.2583016 Google ScholarDigital Library
- Christopher P Cerasoli, Jessica M Nicklin, and Michael T Ford. 2014. Intrinsic Motivation and Extrinsic Incentives Jointly Predict Performance: A 40-Year Meta-Analysis. Psychological bulletin 140, 4: 980--1008. http://doi.org/10.1037/a0035661Google ScholarCross Ref
- Martin Davies. 2015. Knowledge -- Explicit , implicit and tacit': Philosophical aspects. International Encyclopedia of the Social & Behavioral Sciences (2nd Edition). http://doi.org/10.1016/B978-0-08-097086-8.63043-XGoogle ScholarCross Ref
- Edward L. Deci, Haleh Eghrari, Brian C. Patrick, and Dean R. Leone. 1994. Facilitating Internalization: The Self Determination Theory Perspective. J Pers 62, 2: 119--42.Google ScholarCross Ref
- Edward L. Deci. 2008. Self-determination theory: A Macro-theory of Human Motivation, Development and Health. Canadian Psychology, 49: 182--185.Google ScholarCross Ref
- Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart E Nacke. 2011. From Game Design Elements to Gamefulness: Defining "Gamification." Proceedings of MindTrek 2011, ACM, 9--15. http://doi.org/10.1145/2181037.2181040 Google ScholarDigital Library
- Sebastian Deterding. 2011. Situated motivational affordances of game elements': A conceptual model. Gamification: Using Game Design Elements in Non-Gaming Contexts, A Workshop at CHI 2011, 3--6.Google Scholar
- Domnic Elm, Gustavo F. Tondello, Dennis L. Kappen, Marim Ganaba, Melissa Stocco, and Lennart E. Nacke. 2016. CLEVER': A Trivia and Strategy Game for Enterprise Knowledge Learning. Proc. of CHI PLAY 2016 Extended Abstracts. http://doi.org/10.1145/2968120.2971805 Google ScholarDigital Library
- Games Research. 1961. Diplomacy. Game.Google Scholar
- Babita Gupta, Lakshmi S. Iyer, and Jay E. Aronson. 2000. Knowledge management: Practices and challenges. Ind Manage Data Sys 100, 1: 17--21. http://doi.org/10.1108/02635570010273018Google ScholarCross Ref
- Paul Iske and Willem Boersma. 2005. Connected Brains. Journal of Knowledge Management 9, 1: 126--145. http://doi.org/10.1108/13673270510583018Google ScholarCross Ref
- Dennis L. Kappen and Lennart E. Nacke. 2013. The Kaleidoscope of Effective Gamification': Deconstructing Gamification in Business Applications. Proceedings of the First International Conference on Gameful Design, Research, and Applications - Gamification '13, 119--122. http://doi.org/10.1145/2583008.2583029 Google ScholarDigital Library
- William R King. 2009. Knowledge Management and Organizational Learning. Annals of Information Systems 4, 2: 3--13. http://doi.org/10.1007/978-1-4419-0011-1 Google ScholarCross Ref
- Henny Leemkuil, Ton de Jong, Robert de Hoog, and Noor Christoph. 2003. KM QUEST: A Collaborative Internet-Based Simulation Game. Simulation & Gaming 34, 1: 89--111. http://doi.org/10.1177/1046878102250605 Google ScholarDigital Library
- Edward McAuley, Terry Duncan, and Vance V. Tammen. 1989. Psychometric Properties of the Intrinsic Motivation Inventory in a Competitive Sport Setting: A Confirmatory Factor Analysis. Research Quarterly 60, 1: 45--58.Google Scholar
- Michael Meder, Till Plumbaum, Ernesto William De Luca, and Sahin Albayrak. 2011. Gamification': A Semantic Approach for User Driven Knowledge Conservation. FGWM 2011 - Workshop on Knowledge and Experience Management at LWA 2011: 15--18.Google Scholar
- Elisa D Mekler, Florian Br, Klaus Opwis, and Alexandre N Tuch. 2013. Do Points, Levels and Leaderboards Harm Intrinsic Motivation' An Empirical Analysis of Common Gamification Elements. Proceedings of the First International Conference on Gameful Design, Research, and Applications - Gamification '13, 66--73. http://doi.org/10.1145/2583008.2583017 Google ScholarDigital Library
- Julia Mueller. 2015. Formal and informal practices of knowledge sharing between project teams and enacted cultural characteristics. Project Management Journal 46, 1: 53--68. http://doi.org/10.1002/pmj.21471Google ScholarCross Ref
- Parker Brothers. 1959. Risk. Game.Google Scholar
- Marigo Raftopoulos, Steffen Walz, and Stefan Greuter. 2015. How Enterprises Play': Towards a Taxonomy for Enterprise Gamification. DiGRA 2015: Diversity of Play, MAY: 1--17.Google Scholar
- Rio Grande Games. 2014. Antike II. Game.Google Scholar
- Richard M. Ryan and Edward L. Deci. 2000. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary educational psychology 25, 1: 54--67. http://doi.org/10.1006/ceps.1999.1020Google ScholarCross Ref
- Richard M. Ryan and Edward L. Deci. 2000. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary educational psychology 25, 1: 54--67. http://doi.org/10.1006/ceps.1999.1020Google ScholarCross Ref
- Richard M. Ryan, Valerie Mims, and Richard Koestner. 1983. Relation of reward contingency and interpersonal context to intrinsic motivation: A Review and test using cognitive evaluation theory. Journal of Personality and Social Psychology 45, 4: 736--750.Google ScholarCross Ref
- Richard M. Ryan, C. Scott Rigby, and Andrew Przybylski. 2006. The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion 30, 4: 347--363. http://doi.org/10.1007/s11031-006-9051-8Google ScholarCross Ref
- Richard M. Ryan. 1982. Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory. Journal of Personality and Social Psychology 43, 3: 460--461.Google ScholarCross Ref
- Silvia Schacht, Anton Reindl, Stefan Morana, and Alexander Maedche. 2015. Projekterfahrungen spielend einfach mit der ProjectWorld! -- Ein gamifiziertes Projektwissensmanagementsystem. HMD Praxis der Wirtschaftsinformatik 52, 6: 878--890. http://doi.org/10.1365/s40702-015-0176-7Google ScholarCross Ref
- Ayoung Suh. 2015. Measuring User Engagement in an Enterprise Gamified System. CHI 2015 Workshop on Researching Gamification: Strategies, Opportunities, Challenges, Ethics.Google Scholar
- Thomas Wiegand and Stefan Stieglitz. 2014. Serious Fun-Effects of Gamification on Knowledge Exchange in Enterprises. Informatik P-232: 321--332. Retrieved from http://cs.emis.de/LNI/Proceedings/Proceedings232/321.pdfGoogle Scholar
Index Terms
- CLEVER: Gamification and Enterprise Knowledge Learning
Recommendations
CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning
CHI PLAY Companion '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended AbstractsKnowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack motivation to engage in a ...
From game design elements to gamefulness: defining "gamification"
MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsRecent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer ...
A playful affordances model for gameful learning
TEEM '14: Proceedings of the Second International Conference on Technological Ecosystems for Enhancing MulticulturalityGames are often cited for their inherent qualities that make them engaging, inspiring, fun and easy to learn. In education, two separate tracks of game-based learning and gamification have sought to activate the benefits of games and game design for the ...
Comments