Gamification: proposal of a game creation model for the corporate environment
DOI:
https://doi.org/10.22567/rep.v12i1.866Keywords:
Gamification, Application Model, Corporate EnvironmentAbstract
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.
References
Antin, J., & Churchill, E. F. (2011). Badges in social media: A social psychological perspective. Recuperado em 27 setembro, 2020, de http://gamification-research.org/wp-content/uploads/2011/04/03-Antin-Churchill.pdf
Burguillo, J. C. (2010). Using game theory and Competition-based Learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575. doi: 10.1016/j.compedu.2010.02.018
Cherry, M. A. (2012). The Gamification of Work. Hofstra Law Review, 40(4), 851-858. Retrieved October 4, 2020, from https://scholarlycommons.law.hofstra.edu/hlr/vol40/iss4/2/
Christians, G. (2018) The Origins and Future of Gamification. Graduation Senior theses, University of South Carolina, South Carolina, Estados Unidos. Disponível em: https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=1255&context=senior_theses
Dale, S. (2014). Gamification: Making work fun, or making fun of work? Business Information Review, 31(2), 82-90. doi: 10.1177/0266382114538350
Deterding, S., Dixon, D., Khaled, R., & Nacke L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). doi: 10.1145/2181037
Gil, A. C. (2019). Como elaborar projetos de pesquisa. São Paulo: Editora Atlas.
Groh, F. (2012, fevereiro) Gamification: State of the Art Definition and Utilization. Seminar on Research Trends in Media Informatics, Baden-Württemberg, Alemanha, 4.
Kapp, K. M., Blair, L., & Mesch, R. (2013). The Gamification of Learning and Intruction Fieldbook: Ideas into practice. Pensilvânia: Editora Pfeiffer.
Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pensilvânia: Editora Pfeiffer.
Klock, A. C. T., Carvalho, M. F. de, Rosa, B. E., & Gasparini I. (2014). Análise das técnicas de gamificação em ambientes virtuais de aprendizagem. Revista Novas Tecnologias na Educação, 2(2). doi:10.22456/1679-1916.53496
Martinelli, S. de C., & Genari, C. H. M. (2009). Relação entre desempenho escolar e orientações motivacionais. Estudos de psicologia, 14(1). Recuperado em 10 janeiro, 2021, de https://doi.org/10.1590/S1413-294X2009000100003
Martinelli, S. de C., & Sisto, F. F. (2010). Motivação de estudantes: um estudo com crianças do ensino fundamental. Avaliação Psicológica, 9(3). Recuperado em 10 janeiro, 2021, de http://pepsic.bvsalud.org/scielo.php?script=sci_arttext&pid=S1677-04712010000300008
McGonigal, J. (2011). Reality is broken: why games make us better and how they can change the world. New York: The Penguin Press.
Minayo, M. C. de S. (2004). O Desafio do Conhecimento: Pesquisa Qualitativa Em Saúde. São Paulo: Editora Hucitec Abrasco, 2004.
Neidenbach, S., Cepellos, V., & Pereira, J. (2020). Gamificação nas organizações: processos de aprendizado e construção de sentido. Cadernos EBAPE.BR, 18. Recuperado em 21 julho, 2021, de https://doi.org/10.1590/1679-395120190137
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78. doi: 10.1037//0003-066x.55.1.68
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. doi:10.1016/j.chb.2016.12.033
Salami A. D. G., Silva, E. R., Tissot, P. B, Dias, D. T. de A., & Bocchese, P. (2018, novembro). Gamificação: a Proposição de um Modelo para Aplicação nas Empresas. Mostra de Iniciação Científica, Pós-graduação, Pesquisa e Extensão: Programa de pós-graduação em administração – UCS. Caxias do Sul, RS, Brasil, 18.
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. doi:10.1016/j.ijhcs.2014.09.006
Severino, A. J. (2008). Metodologia do trabalho científico. 23 ed. São Paulo: Editora Cortez.
Silva, J. A. L., Oliveira, F. C. S., & Martins, D. J. S. (2018, outubro). Gamificação e storytelling como estratégia motivacional no ensino de programação. SBGames, Foz do Iguaçu, PR, Brasil, 17.
Silva, J. B. da, Sales, G. L., & Castro, J. B. de. (2019). Gamificação como estratégia de aprendizagem ativa no ensino de Física. Revista Brasileira de Ensino de Física, 41(4). Recuperado em 29 julho, 2021, de https://doi.org/10.1590/1806-9126-RBEF-2018-0309
Versiani, A., & Fachin, R. (2007). Avaliando aprendizagem em simulações empresariais. Cadernos EBAPE.BR, 5, 1-13.
Wang, H., & SUN, C. (2011). Game Reward Systems: Gaming Experiences and Social Meanings. Retrieved October 17, 2020, from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.221.4931&rep=rep1&type=pdf
Werbach, K., & Hunter, D. (2012). For the Win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.
Werbach, K., & Hunter, D. (2015). The gamification toolkit - dynamics, mechanics, and components for the win. Philadelphia: Wharton Digital School.
Zichermann, G., & Cunningham, C. (2011). Gamification by Design: Implementing game mechanics in web and mobile apps. Canadá: O’Reilly.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Revista Eniac Pesquisa

This work is licensed under a Creative Commons Attribution 4.0 International License.




