CLEVER: Gamification and Enterprise Knowledge Learning
dc.contributor.author | Elm, Dominic | |
dc.contributor.author | Kappen, Dennis | |
dc.contributor.author | Fortes Tondello, Gustavo | |
dc.contributor.author | Nacke, Lennart | |
dc.date.accessioned | 2017-12-22T19:04:36Z | |
dc.date.available | 2017-12-22T19:04:36Z | |
dc.date.issued | 2016-10-16 | |
dc.description | © Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, https://doi.org/10.1145/2968120.2987745 | en |
dc.description.abstract | This paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS. | en |
dc.description.sponsorship | NSERC SSHRC | en |
dc.description.version | Peer-reviewed | en |
dc.identifier.uri | https://doi.org/10.1145/2968120.2987745 | |
dc.identifier.uri | http://hdl.handle.net/10012/12787 | |
dc.language.iso | en | en |
dc.publisher | ACM | en |
dc.relation.ispartofseries | CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts; | |
dc.subject | Education | en |
dc.subject | Gameful design | en |
dc.subject | Gamification | en |
dc.subject | Human computer interaction (hci) | en |
dc.subject | Knowledge management | en |
dc.subject | Personal computers and PC applications | en |
dc.title | CLEVER: Gamification and Enterprise Knowledge Learning | en |
dc.type | Conference Paper | en |
dcterms.bibliographicCitation | Elm, D., Kappen, D. L., Tondello, G. F., & Nacke, L. E. (2016). CLEVER: Gamification and Enterprise Knowledge Learning (pp. 141–148). ACM Press. https://doi.org/10.1145/2968120.2987745 | en |
uws.contributor.affiliation1 | Faculty of Arts | en |
uws.contributor.affiliation2 | Drama and Speech Communication | en |
uws.peerReviewStatus | Reviewed | en |
uws.scholarLevel | Faculty | en |
uws.typeOfResource | Text | en |