Gamification as a Knowledge Management Tool

被引:0
作者
Miroite, Pierre [1 ]
Gardoni, Mickael [1 ]
机构
[1] Ecole Technol Super, 1100 Rue Notre Dame Ouest, Montreal, PQ H3C 1K3, Canada
来源
PRODUCT LIFECYCLE MANAGEMENT: LEVERAGING DIGITAL TWINS, CIRCULAR ECONOMY, AND KNOWLEDGE MANAGEMENT FOR SUSTAINABLE INNOVATION, PT I, PLM 2023 | 2024年 / 701卷
关键词
Knowledge Management; Gamification; Collaboration;
D O I
10.1007/978-3-031-62578-7_12
中图分类号
C93 [管理学];
学科分类号
12 ; 1201 ; 1202 ; 120202 ;
摘要
Knowledge management drives innovation within a group or organization. Once implemented through codification and personalization strategies, it becomes possible to add an additional set of tools to improve it. This set comes from the principles of gamification which aim to engage the members of the organization and motivate them to participate more effectively in the culture of knowledge transmission and sharing. Several forms of gamification already exist, such as gamified Learning Management Systems, serious games or systems based on Yu-Kai Chou's Octalysis. But gamification is not sufficient on its own and requires to be based on already existing content. It is therefore to be seen as a real tool used to achieve the goals and objectives initially defined by an organization. To integrate gamification into a knowledge management process, it is proposed to follow the Design Science Research method and iteratively create artifacts. In this way, it is possible to test the effectiveness of gamification applied to knowledge management within an organization that may or may not already have an extensive knowledge base.
引用
收藏
页码:127 / 135
页数:9
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