J. Swacha, and K. Muszynska. Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality, page 763-769. ACM, (November 2016)
DOI: 10.1145/3012430.3012604
Abstract
Gamification of work provides a chance of rising employees' engagement, improving their attitude towards work, and, in turn, increasing their productivity. As the problems faced when applying gamification to various work environments are similar, so are the solutions. Unexpectedly, even though a number of reusable gamification elements, techniques or patterns were described in the literature, due to the way they are presented, they offer little guidance for their use by a work gamification designer. This work aims to address this gap by providing a concise description format for gamification design patterns, their practical classification, and definitions of 21 patterns that can be used for designing gamification of work.
%0 Conference Paper
%1 inproceedings
%A Swacha, Jakub
%A Muszynska, Karolina
%B Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality
%D 2016
%I ACM
%K design gamification patterns
%P 763-769
%R 10.1145/3012430.3012604
%T Design patterns for gamification of work
%U https://www.researchgate.net/publication/311508106_Design_patterns_for_gamification_of_work
%X Gamification of work provides a chance of rising employees' engagement, improving their attitude towards work, and, in turn, increasing their productivity. As the problems faced when applying gamification to various work environments are similar, so are the solutions. Unexpectedly, even though a number of reusable gamification elements, techniques or patterns were described in the literature, due to the way they are presented, they offer little guidance for their use by a work gamification designer. This work aims to address this gap by providing a concise description format for gamification design patterns, their practical classification, and definitions of 21 patterns that can be used for designing gamification of work.
@inproceedings{inproceedings,
abstract = {Gamification of work provides a chance of rising employees' engagement, improving their attitude towards work, and, in turn, increasing their productivity. As the problems faced when applying gamification to various work environments are similar, so are the solutions. Unexpectedly, even though a number of reusable gamification elements, techniques or patterns were described in the literature, due to the way they are presented, they offer little guidance for their use by a work gamification designer. This work aims to address this gap by providing a concise description format for gamification design patterns, their practical classification, and definitions of 21 patterns that can be used for designing gamification of work.},
added-at = {2022-02-21T07:50:19.000+0100},
author = {Swacha, Jakub and Muszynska, Karolina},
biburl = {https://www.bibsonomy.org/bibtex/2afd58501d5fa2629a97852b85f4d3775/yish},
booktitle = {Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality},
doi = {10.1145/3012430.3012604},
interhash = {a4fc20e02ffef7f512a8e4a76bb92685},
intrahash = {afd58501d5fa2629a97852b85f4d3775},
keywords = {design gamification patterns},
month = {11},
pages = {763-769},
publisher = {ACM},
timestamp = {2022-02-21T07:50:19.000+0100},
title = {Design patterns for gamification of work},
url = {https://www.researchgate.net/publication/311508106_Design_patterns_for_gamification_of_work},
year = 2016
}