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Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context, which can be attributed to several factors on ES, organizational, and end-user level. Trying to take advantage of the growing passion for games, Gamification is a phenomenon proposed to motivate people by applying elements common to games in other contexts that have the potential to increase end-user acceptance. While first applications of Gamification exist in areas such as finance, health, and education, utility of gamifying ES has not been explored in-depth. Aiming to understand how Gamification can be applied to ES to increase user motivation, we analyze literature concerning game elements (i.e., mechanics and dynamics) used in Gamification and related risks. Our study yields a synthesis of mechanics in clusters of system design, challenges, rewards, and user specifics as well as related dynamics. We discuss the extent to which the game elements can be used to address ES acceptance barriers. While our study reveals that Gamification has potential for motivating ES users, future research should analyze concrete implementations of Gamification in ES contexts to investigate long-term effects.
Gamification as the application of game elements to non-game contexts tries to take advantage of the increasing popularity of video games in order to motivate people. It thus bears the potential to be effectively applied to companies, in particular to gamify enterprise systems, which are embedded into organizational processes. Based on insights from previous research concerning game elements (i.e., mechanics and dynamics; short M&Ds), we provide an overview of M&Ds actually integrated in enterprise systems to increase employee motivation and engagement, while at the same time providing implications for future applications of and research on Gamification.
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon that aims at motivating people by applying elements common to games in different contexts. While first applications of Gamification exist in finance, health, education and entertainment, utility of Gamification in various contexts has not been sufficiently explored. Aiming to understand how Gamification can be applied to information systems to increase end-user motivation, we performed a systematic literature review to identify game elements used in Gamification. Our study yields a synthesis of mechanics and dynamics in five clusters – system design, challenges, rewards, social influences and user specifics. While our study reveals that Gamification has potential for motivating information system end-users, we also discuss the potential risks. Future research should analyse concrete implementa-tions of Gamification in information systems contexts and investigate related long-term effects. From a practical perspective, we present Gamification as an innovative approach to enhancing end-user motivation to utilise information systems and illustrate the various options that can be applied to design Gamification applications.
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