Gamification: proposal of a game creation model for the corporate environment

被引:0
作者
Minozzi, Amanda Simoes [1 ]
Salume, Paula Karina [2 ]
Irigoyen, Analia [3 ]
机构
[1] Pontificia Univ Catolica Minas Gerais, Posgrad Gerenciamento Projetos, Belo Horizonte, Brazil
[2] Univ Fed Sao Joao del Rei, Dept Ciencias Adm, Sao Joao Del Rei, Brazil
[3] Pontificia Univ Catolica Minas Gerais, Posgrad Curso Gerenciamento Projetos, Belo Horizonte, Brazil
来源
REVISTA ENIAC PESQUISA | 2023年 / 12卷 / 01期
关键词
Gamification; Application Model; Corporate Environment; MOTIVATION;
D O I
暂无
中图分类号
C93 [管理学];
学科分类号
12 ; 1201 ; 1202 ; 120202 ;
摘要
Gamification is a trend in companies, the application of games in the corporate context facilitates companies to achieve their goals faster and better. This study aims to propose an introduction model for the application of gamification in the corporate environment. This study intends to contribute to a model for the application of gamification in the corporate environment. The model presents how game elements should be used in each situation and also, the reasons for each use, in the context of corporate environment. It was chosen to use the qualitative method, relating the knowledge acquired in the development of the theoretical framework regarding the use of gamification in corporate environment, and tools and game elements used in gamification, in the proposition of the gamification model. As result, a model for the application of gamification in corporate environment is presented, which contains the application of the concept of gamification, its elements and tools; in addition to the application structure divided into phases and with problem solving complexity scale. The article aimed at the theoretical contribution to the theme gamification and its application in organizations, and is based on qualitative research applying the concepts, elements and tools of gamification in a proposal for a gamification application model in corporate environment. The research carried out contributes to the understanding of the application of gamification in the corporate environment through a model that makes its initial application simpler and more assertive. The research results can provoke reflections and actions of managers in organizations.
引用
收藏
页码:90 / 116
页数:27
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