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Social Collaboration and Gamification

In: Gamification

Author

Listed:
  • Christian Meske

    (Innoscale AG)

  • Tobias Brockmann

    (Innoscale AG)

  • Konstantin Wilms

    (Innoscale AG)

  • Stefan Stieglitz

    (Innoscale AG)

Abstract

Despite the fact that enterprise social software solutions such as IBM Connections and Microsoft Sharepoint are able to increase the communication as well as the collaboration among employees, companies are constantly confronted with the necessity to improve their employees’ motivation to interact with the system. Since gamification has been identified as an effective tool to enhance user acceptance, software developers adopt an increasing number of gamification elements to take advantage of it. Based on an in-depth analysis of the international market leaders in enterprise social software solutions, this chapter examines the implementation of gamification elements and critically reflects on how well they fit with the current insights of flow research in motivational psychology. We argue that current gamification elements predominately aim at the augmentation of the users’ extrinsic motivation whereas intrinsic motivation has mostly been ignored. Furthermore, we identify a trend in which gamification solutions primarily focus on rewarding quantitative improvement of work activities, neglecting qualitative performance. Subsequently, current solutions do not match recent findings in research and ignore risks that can lower the employees’ motivation and work performance in the long run.

Suggested Citation

  • Christian Meske & Tobias Brockmann & Konstantin Wilms & Stefan Stieglitz, 2017. "Social Collaboration and Gamification," Progress in IS, in: Stefan Stieglitz & Christoph Lattemann & Susanne Robra-Bissantz & Rüdiger Zarnekow & Tobias Brockman (ed.), Gamification, chapter 0, pages 93-109, Springer.
  • Handle: RePEc:spr:prochp:978-3-319-45557-0_7
    DOI: 10.1007/978-3-319-45557-0_7
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    Citations

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    Cited by:

    1. Dzandu, Michael D. & Hanu, Charles & Amegbe, Hayford, 2022. "Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective," Technological Forecasting and Social Change, Elsevier, vol. 185(C).
    2. Friedrich, Julia & Becker, Michael & Kramer, Frederik & Wirth, Markus & Schneider, Martin, 2020. "Incentive design and gamification for knowledge management," Journal of Business Research, Elsevier, vol. 106(C), pages 341-352.

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