Krishna S. Dhir’s research while affiliated with Széchenyi István University and other places

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Publications (4)


Implementing Gamified Teaching: Exploring the Effects of Gamification and Personal Types in an Economics Course
  • Article
  • Full-text available

January 2022

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108 Reads

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3 Citations

László Szendrői

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Krishna S. Dhir

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Katalin Czakó

In this study, a gamification process was implemented in an undergraduate course of Economics that consisted 397 students. The primary purpose of the research was to empirically validate the effects of gamification in terms of the variables of engagement, motivation, entertainment, perceived relevance of the course, knowledge increase and participation. To ascertain these, a questionnaire was administered to the participants. The results indicated that gamification provided significant positive effect on all variables listed above except motivation. Additional objectives of the article were to link the effects to Marczewski’s player types, namely, Philanthropists, Socialisers, Free spirits, Achievers, Players, and Disruptors, and to measure whether there are differences between the types in terms of the variables indicated above. Gamification resulted in positive effects on all player types except the player type of Disruptors.

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Figure 3. The distribution of the final selection of articles by year
Figure 6. The distribution of the final selection of articles regarding the general impact of gamification and whether it was positive, neutral, mixed or not applicable
Implementation type of gamification in the final selection of articles
Gamification in for-profit organisations: a mapping study

September 2020

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669 Reads

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8 Citations

Verslas Teorija ir Praktika

This study reviews prevailing trends in “for-profit” business-related gamification. It examines the current literature, focusing on gamification elements, industries and variables that is of interest to researchers in different business environments. A systematic mapping approach was applied to this study. Articles were selected from different databases in a two-step screening process, subject to sets of inclusion and exclusion criteria. A total of 25 articles were further for: (1) represented industries, (2) orientation of the gamified system, (3) types of implementation, (4) gamification elements analysed, (5) impact on companies, and (6) company variables analysed. Results confirmed that the number of empirical studies on gamification in for-profit organisations is growing. Researchers have placed greater emphasis on analysing customer-related gamification environments than on employee-oriented gamification. This finding is consistent with the prevailing trend of increasing demand from practitioners to gamify customer-related processes. This is likely due to the potential for higher positive impact on the performance of companies. Most frequently deployed gamification elements are badges, rewards, and leader boards. The literature suggests that over all, gamification has a positive effect on various company variables, such as motivation, engagement of employees, brand loyalty, and customer experience. This paper highlights the particular areas of business-related gamification that have already been examined and possible future directions.


Sensemaking support system (S 3 ) for manufacturing process improvement

March 2020

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2,474 Reads

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2 Citations

Production management teams often face unfamiliar situations where each team member must understand new phenomena individually before the team can make mutually understandable and acceptable decisions. Contradicting subjective judgments can distort the group’s decision-making process because team members understand situations differently and are generally prone to behavioural biases. This paper presents the development of a sensemaking support system (S³,S cube) for selecting improvement projects in a complex,small-volume batch production system of a premium car manufacturer. All phases of the sensemaking process are facilitated by making various sources of information available to a team of managers and experts to reduce conflicts regarding the selection of improvement projects. S³ is based on a lens model which combines judgments of the management team with discrete event simulation and provides visual representations of the differences and misjudgements related to various improvement options. The results – that can easily be generalised to many similar settings – indicate different understanding and lack of coherence within the management team which prevents them from defining mutually acceptable actions. This is countered with the creation of an action proposal,summarising and visualising causal relationships,and connecting them to improvement options to improve performance of the production system.


Contribution of language to the creation of corporate social capital

May 2019

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261 Reads

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2 Citations

Revista Internacional de Organizaciones

With increased globalization of trade and business in a knowledge-based economy, and increasing diversification of the workforce, there is increasing pressure on multinational companies to report, and even measure, their social capital. This article explores the role of language in the creation of corporate social capital. The language used in a corporation is an asset, which creates value and corporate social capital in the use and exchange of ideas. Linguists have long attempted to assess the value of language as a commodity, but with little success. This article offers an approach to overcome this difficulty and to measure the value of language as an element of corporate social capital. To do so, it draws an analogy between the functions of language and functions of currency. The article goes on to suggest that multinational corporations should hold a portfolio of language skills, much as it does a portfolio of currencies.

Citations (2)


... Se pueden encontrar en el campo mercadológico, aplicaciones con herramientas lúdicas en los portales de e-commerce, que generan un incremento en la pertinencia e interés de los clientes y, por ende, un aumento en las ventas hasta de 45% (Angelovska y Josimovski, 2021). No obstante, es destacable la orientación mayoritaria que las soluciones lúdicas tienen hacia los servicios de atención a clientes, con un total de 78%, mientras que solo 22% está enfocado al empleado (Szendrői, Dhir y Czakó, 2020). ...

Reference:

Revisión sistemática de la literatura sobre gamificación en entornos de producción
Gamification in for-profit organisations: a mapping study

Verslas Teorija ir Praktika

Sensemaking support system (S 3 ) for manufacturing process improvement