Gamification as an instrument for organizational behaviour change during the meeting: case study «ROBATIEMPOS»

Gamification as an instrument for organizational behaviour change during the meeting: case study «ROBATIEMPOS»

Iana, Dulskaia;Francesco, Bellini;Roman, Zabal;Oscar, Garcia Pañella;Fabrizio, D’Ascenzo;
proceedings of the international conference on business excellence 2017 Vol. 11 pp. 359-367
371
iana2017gamificationproceedings

Abstract

During the last years, gamification has been a burning issue and a subject of scientific discussions. Gamification is an innovative solution to foster motivation. It relates to the use of game elements in non-game contexts. By applying game mechanics to training and other business critical processes, organizations can improve employee engagement, boost productivity and lift operational performance. Over the last few decades, it has been noticed the significant enhancement of time spent attending meetings. Meetings are essential for the organizations, they improve the effectiveness of a company team working and are necessary for human relations. Nevertheless, in many cases meetings are considered as a waste of time. There are very few scientific papers that regarding the use of gamification for business meeting changes. The study seeks to explore the behavioural change of participants towards business meetings after introducing a business game, in order to come up with an interesting solution that might be useful for other researchers and practitioners in understanding the use of gamification in similar contexts. With regard to this aim, a single-case holistic design methodology is used and qualitative approach using semi-structured interviews with gamification experts and project managers is applied. This paper contributes both to the scientific literature and to managerial implication.

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