skip to main content
10.1145/2968120.2987745acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
Work in Progress

CLEVER: Gamification and Enterprise Knowledge Learning

Published:15 October 2016Publication History

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.

References

  1. 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 ScholarGoogle ScholarCross RefCross Ref
  2. 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 ScholarGoogle ScholarCross RefCross Ref
  3. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  4. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  5. 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 ScholarGoogle ScholarCross RefCross Ref
  6. 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 ScholarGoogle ScholarCross RefCross Ref
  7. 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 ScholarGoogle ScholarCross RefCross Ref
  8. Edward L. Deci. 2008. Self-determination theory: A Macro-theory of Human Motivation, Development and Health. Canadian Psychology, 49: 182--185.Google ScholarGoogle ScholarCross RefCross Ref
  9. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  10. 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 ScholarGoogle Scholar
  11. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  12. Games Research. 1961. Diplomacy. Game.Google ScholarGoogle Scholar
  13. 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 ScholarGoogle ScholarCross RefCross Ref
  14. Paul Iske and Willem Boersma. 2005. Connected Brains. Journal of Knowledge Management 9, 1: 126--145. http://doi.org/10.1108/13673270510583018Google ScholarGoogle ScholarCross RefCross Ref
  15. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  16. 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 ScholarGoogle ScholarCross RefCross Ref
  17. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  18. 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 ScholarGoogle Scholar
  19. 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 ScholarGoogle Scholar
  20. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  21. 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 ScholarGoogle ScholarCross RefCross Ref
  22. Parker Brothers. 1959. Risk. Game.Google ScholarGoogle Scholar
  23. 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 ScholarGoogle Scholar
  24. Rio Grande Games. 2014. Antike II. Game.Google ScholarGoogle Scholar
  25. 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 ScholarGoogle ScholarCross RefCross Ref
  26. 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 ScholarGoogle ScholarCross RefCross Ref
  27. 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 ScholarGoogle ScholarCross RefCross Ref
  28. 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 ScholarGoogle ScholarCross RefCross Ref
  29. 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 ScholarGoogle ScholarCross RefCross Ref
  30. 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 ScholarGoogle ScholarCross RefCross Ref
  31. Ayoung Suh. 2015. Measuring User Engagement in an Enterprise Gamified System. CHI 2015 Workshop on Researching Gamification: Strategies, Opportunities, Challenges, Ethics.Google ScholarGoogle Scholar
  32. 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 ScholarGoogle Scholar

Index Terms

  1. CLEVER: Gamification and Enterprise Knowledge Learning

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in
        • Published in

          cover image ACM Conferences
          CHI PLAY Companion '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
          October 2016
          388 pages
          ISBN:9781450344586
          DOI:10.1145/2968120

          Copyright © 2016 Owner/Author

          Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 15 October 2016

          Check for updates

          Qualifiers

          • Work in Progress

          Acceptance Rates

          CHI PLAY Companion '16 Paper Acceptance Rate35of50submissions,70%Overall Acceptance Rate421of1,386submissions,30%

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader