Implementation of Gamification in Polish Companies—Stages, Elements, Ethics
Abstract
:1. Introduction
- Q1.
- What methodologies for implementing business gamification are present in the literature and what are their main features?
- Q2.
- What stages of implementation of gamification for business purposes can be distinguished?
- Q3.
- What stages of implementation can be distinguished in projects implemented in Poland by companies implementing business gamification?
2. Materials and Methods
2.1. Scoping Review
- -
- Gamification model framework,
- -
- Enterprise gamification model,
- -
- Internal gamification model,
- -
- Implementation gamification model.
- Approach: general: (the author/authors point to the universality of the solution and the possibility of its use for both business and social or educational purposes) or business (the author/authors indicate that the designed models are dedicated to the implementation of defined goals in organizations),
- Scope: elements of the gamification project or implementation stages,
- Tools: tools and methods that the authors indicate to use during the implementation of gamification,
- Theories: theories, concepts or methodologies, which the author/authors indicate as the basis for their concept.
2.2. In-Depth Interviews
- Previous experience of the author (companies identified during the implementation of the previous project—“Scientific Inspirations—Interesting and Creative”, project ID I/1166/EK/1497/19),
- Google search engine using keywords: gamification implementation, gamification company,
- The snowball method, asking at each interview about the proposal of subsequent respondents.
3. Results and Discussion
3.1. Implementation of Gamification Based on Literature
3.1.1. Characteristics of the Models
3.1.2. Gamification Implementation Stages
- Goal setting,
- Identification of users,
- Substantive and graphic design of the game play,
- Selection of IT solutions,
- Testing and implementation,
- Sustaining.
3.2. Implementation of Gamification in Business Practice
- Dedicated solution—creating an online platform to meet customer needs,
- Ready-made IT solution—implementation of the designed content.
- Percentage of the target group that has registered on the platform or entered it at least once;
- Percentage of the target group that completed the gamification path or was active within the given project duration.
4. Conclusions
Funding
Conflicts of Interest
Appendix A
- Describe the implementation phases—are they similar for every implementation or depend on some factors?
- What elements are taken into account during all of your gamification implementations (e.g., corporate culture, personality of users)?
- Are there any elements considered only in specific cases?
- Who is involved in gamification implementation from enterprise and from Gamfi side (positions, responsibilities)?
- What is the average time of implementation—what are the key elements affecting implementation time?
- Which elements of the enterprise and its culture are taken into account during designing the gamification project (e.g., existing knowledge base, intranet)?
- Based on your experience, to which of the business areas or processes gamification shouldn’t or cannot be implemented?
- How do you developed the methodology for implementing gamification—is it based on your experience or any scientific research, if so, which ones?
- How do you choose the components of the gamification (e.g., badges, points, leaderboards)? What the selection depends on?
- Do you describe the behaviors or actions necessary to develop in players in order to get a return on the project (e.g., watch video, answer survey)?
- Do you describe who and what the people are like to whom you want to develop behaviors? What are the key factors (e.g., habits, age, personality)?
- How relevant is the story in the gamification implementation? How do you create the story? Is it universal or tailored? (What is it tailored to, e.g., user, corporate culture)?
- What budget (in average) a company needs to implement gamification? Describe the main cost categories.
- How do you measure the success of the gamification?
- Do you increase the difficulty of mechanics over time?
- When you consider the implementation complete (e.g., is it the time when the platform/gamification is launched or after agreed time)?
- Do you have any other thoughts about implementing gamification?
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Name | Authors | Approach | Theories | Tools | Scope | Year |
---|---|---|---|---|---|---|
Gamification Conceptual Model [24] | A. Uchoa, E. Fernandes, B. Fonseca, R. de Mello, C. Barbosa, G. Nunes, A. Garcia, L. Teixeira | general | Business Process Model and Notation (BPMN) | Personas | stages | 2019 |
Gamification Design Framework [25] | A. Marczewski | general | Relatedness, Autonomy, Mastery and Purpose (RAMP), Self-determination theory, Flow theory | Social engagement loop | stages | 2017 |
Wiklund and Wakerius Framework [26] | E. Wiklund, V. Wakerius | business | Relatedness, Autonomy, Mastery and Purpose (RAMP), Self-determination theory, Dynamics, Mechanics, Components (DMC) | Hexad User Types test | stages | 2016 |
GameLog Model [27] | M. Klevers, M. Sailer, W.A. Günthner | general | The Waterfall Model, Deming Cycle | KPI, Questionnaires | stages | 2016 |
Neeli Framework [28] | B.K. Neeli | business | 6D | - | stages | 2015 |
Sustainable Gamification Design SGD [29] | M. Raftopoulos | business | Agile Methodologies, Motivations-Methods-Outcomes framework, | Conceptual-Empirical-Technical method, Envisioning Cards, Grow A Game Cards, Values and Ethics Checklist | stages | 2014 |
Gamification Model Canvas [30] | S. Jimenez | business | Mechanics, Dynamics, Aesthetics (MDA framework), Business Model Canvas | - | elements | 2013 |
Gamification Design Process [31] | C. Marache-Francisco, E. Brangie | general | - | Observations, Interviews, Questionnaires, Diaries, Focus groups or Personas, Social engagement loop | stages | 2013 |
GAME Framework Planning and Building a gamified solution [32] | A. Marczewski | general | Self-determination theory, Flow theory | Hexad User Types test, Bartle Player Types test | stages | 2013 |
8 Steps to Gamification [33] | B.M. De Paz | general | 6D, Dynamics, Mechanics, Components (DMC), Gamified System Feedback Cycle | Bartle Player Types test, Points, Badges and Leader-boards (PBLs) | stages | 2013 |
Robinson and Bellotti taxonomy [34] | D. Robinson, V. Bellotti | general | Flow theory, Mechanics, Dynamics, Aesthetics (MDA framework), | - | elements | 2013 |
Gamification Framework model [35] | H. Jacobs | business | Goal-Model Design, Agile Methodologies | Social engagement loop | stages | 2013 |
Octalysis: Complete Gamification Framework [36] | Y-k. Chou | general | - | Bartle Player Types test | elements | 2013 |
Player Centered Design Methodology [37] | J. Kumar | business | User-centered design | Social engagement loop | stages | 2013 |
Role-Motivation-Interaction Framework (RMI) [38] | D. Gears and K. Braun | business | Self-determination theory, 16 basic desires | - | stages | 2013 |
A framework for gamification suited for marketing [39] | K. Julius | business | 6D | - | stages | 2013 |
Six steps to Gamification (6D) [40] | K. Werbach, D. Hunter | business | - | Bartle Player Types test, Social engagement loop | stages | 2012 |
Francisco-Aparicio et al. framework [41] | A. Francisco-Aparicio F. Luis Gutiérrez-Vela, J.L. Isla-Montes, J.L. González Sanchez | general | Self-determination theory | Heuristic Techniques, Questionnaires | stages | 2012 |
A Framework for Success. [42] | D. DiTommaso | general | Self-determination theory | - | stages | 2011 |
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Witoszek-Kubicka, A. Implementation of Gamification in Polish Companies—Stages, Elements, Ethics. Information 2020, 11, 371. https://doi.org/10.3390/info11080371
Witoszek-Kubicka A. Implementation of Gamification in Polish Companies—Stages, Elements, Ethics. Information. 2020; 11(8):371. https://doi.org/10.3390/info11080371
Chicago/Turabian StyleWitoszek-Kubicka, Aleksandra. 2020. "Implementation of Gamification in Polish Companies—Stages, Elements, Ethics" Information 11, no. 8: 371. https://doi.org/10.3390/info11080371
APA StyleWitoszek-Kubicka, A. (2020). Implementation of Gamification in Polish Companies—Stages, Elements, Ethics. Information, 11(8), 371. https://doi.org/10.3390/info11080371