TY - GEN
T1 - Towards a code of ethics for gamification at enterprise
AU - Shahri, Alimohammad
AU - Hosseini, Mahmood
AU - Phalp, Keith
AU - Taylor, Jacqui
AU - Ali, Raian
N1 - Publisher Copyright:
© IFIP International Federation for Information Processing 2014.
PY - 2014
Y1 - 2014
N2 - Gamification is an emerging technique which utilises the “fun theory” mainly to motivate people to change their perception and attitude towards certain subjects. Within enterprises, gamification is used to motivate employees to do their tasks more efficiently and perhaps more enjoyably and sometimes to increase their feeling of being members of the enterprise as a community. While the literature has often emphasised the positive side of gamification, mainly from economic and business perspectives, little emphasis has been paid to the ethical use of gamification within enterprises. In this paper we report an empirical research to explore the ethical aspects of using gamification. We follow a mixed methods approach involving participants who are gamification experts, employees and managers. Our findings show that, for gamification, there is a fine line between being a positive tool to motivate employees and being a source of tension and pressure which could then affect the social and mental well-being within the workplace. This paper will evaluate that dual effect and clarify that fine line.
AB - Gamification is an emerging technique which utilises the “fun theory” mainly to motivate people to change their perception and attitude towards certain subjects. Within enterprises, gamification is used to motivate employees to do their tasks more efficiently and perhaps more enjoyably and sometimes to increase their feeling of being members of the enterprise as a community. While the literature has often emphasised the positive side of gamification, mainly from economic and business perspectives, little emphasis has been paid to the ethical use of gamification within enterprises. In this paper we report an empirical research to explore the ethical aspects of using gamification. We follow a mixed methods approach involving participants who are gamification experts, employees and managers. Our findings show that, for gamification, there is a fine line between being a positive tool to motivate employees and being a source of tension and pressure which could then affect the social and mental well-being within the workplace. This paper will evaluate that dual effect and clarify that fine line.
KW - Ethical Gamification
KW - Gamification
KW - Well-Being within Enterprise
UR - https://www.scopus.com/pages/publications/84916243815
U2 - 10.1007/978-3-662-45501-2_17
DO - 10.1007/978-3-662-45501-2_17
M3 - Conference contribution
AN - SCOPUS:84916243815
T3 - Lecture Notes in Business Information Processing
SP - 235
EP - 245
BT - The Practice of Enterprise Modeling - 7th IFIP WG 8.1 Working Conference, PoEM 2014, Proceedings
A2 - Frank, Ulrich
A2 - Loucopoulos, Pericles
A2 - Petrounias, Ilias
A2 - Pastor, Óscar
PB - Springer Verlag
T2 - 7th IFIP WG 8.1 Working Conference on the Practice of Enterprise Modeling, PoEM 2014
Y2 - 12 November 2014 through 13 November 2014
ER -