Essays about: "gamified workplace"
Found 5 essays containing the words gamified workplace.
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1. Interrupting prolonged sitting behavior with gamification: Mobile adaptation of the break reminder desktop app Liopep
University essay from Linköpings universitet/Institutionen för datavetenskapAbstract : The present work aims at guiding the design transition of the break reminder desktop application Liopep to a mobile platform. The goal is to improve and adapt the gamified intervention to address sedentary behavior at an organizational level. READ MORE
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2. Effects of Gamified E-learning: From an employee’s perspective
University essay from Lunds universitet/Institutionen för informatikAbstract : The purpose of this study is to examine the influence of gamification on employees in the workplace. Despite the fact that gamification is a relatively recent phenomenon, numerous studies have already been undertaken to develop the concept's theoretical foundation. READ MORE
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3. The use of gamified learning experiences to drive reskilling
University essay from Linnéuniversitetet/Institutionen för informatik (IK)Abstract : Before the start of the industrial revolution the workplace has been ever changing with introduction of technologies. With the adoption of automation and artificial intelligence this marks an acceleration shift compared to the past. READ MORE
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4. Gamification across borders: The impact of culture
University essay from Göteborgs universitet/Graduate SchoolAbstract : Engagement and motivation in the workplace have always been major elements at stake, and among other tools, gamification, widely defined as the use of game design elements in non-game contexts, intends to add another layer to the conventional way of working by calling for the inherent attraction of human-beings for play. However, even if gamification studies tend to agree on a concept of meaningful gamification that should be designed with the user in focus to fit one’s characteristics, needs and preferences, research has not yet raised the potential importance of culture as a central area of focus when designing gamification. READ MORE
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5. Animated Gamification - the effects of video clips as rewards in a gamified CRM software for B2B sales
University essay from Malmö högskola/Fakulteten för teknik och samhälle (TS)Abstract : Gamification innebär att man använder element och tekniker från spel i annars icke-lekfulla miljöer för att öka användarnas engagemang. Arbetssättet har de senaste åren blivit allt mer förekommande i profesionella sammanhang som skolan och i arbetslivet. READ MORE