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Subject: Business, education, Gamification, literature review, risks


Year: 2022


Type: Article



Title: RISKS OF IMPLEMENTING GAMIFICATION: A LITERATURE REVIEW


Author: Kiselichki, Martin
Author: Josimovski, Sasho



Abstract: The term "gamification" is most often used in the modern business world as an attempt to improve employee productivity and their motivation, improve the marketing activities of the company, improve the activities in the field of finance and all other activities. Gamification is defined as the use of elements, mechanisms, and ways of thinking from video games in an environment that has nothing to do with video games. Because of its broad nature, gamification has found various benefits in different industries, which is amplified in the work-from-home and study-from-home models which became frequent during the COVID-19 pandemic. The increasing implementation of gamification and its growing popularity is generally based on positive feedback and different benefits outlined, however potential problems and risks can be detrimental to the organization’s functioning if implemented improperly. The paper focuses on the available research on the topic, to serve as a basis for future primary research. Data analyzed shows a discrepancy on outlining benefits and drawbacks/risks in published papers. Following an in-depth analysis, it is determined that poor implementation of gamification can lead to significant problems in organization day-to-day functioning, which if not remedied can deteriorate quickly with great adverse effects. Risk management best practices can be followed to minimize potential negative effects of gamification.


Publisher: ESD Conference


Relation: 80 ESD Conference, 10 OFEL Conference



Identifier: oai:repository.ukim.mk:20.500.12188/17355
Identifier: http://hdl.handle.net/20.500.12188/17355



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RISKS OF IMPLEMENTING GAMIFICATION: A LITERATURE REVIEW202224