MacBryde, Jillian Catherine orcid.org/0000-0002-8624-6989, Dorfler, Viktor and Shpakova, Agnessa (2017) Changing the Game:A Case for Gamifying Knowledge Management. World Journal of Science, Technology and Sustainable Development. pp. 1-17. ISSN: 2042-5945
Abstract
Purpose: This exploratory paper investigates gamification as a medium for knowledge workers to interact with each other. The paper aims to open the discussion around the sustaining impact that gamification might have on knowledge management. Design/methodology/approach: The paper employs an exploratory literature review investigating the current state of the art in relation to knowledge management and gamification; this literature review serves as the starting point of subsequent theorizing. Findings: Based on the literature review we theorize that the use of gamification in knowledge management can go far beyond the motivational aspects. To name just a few uses of gamification, it can help in: supporting flexibility, facilitating transparency and therefore improving trust, visualizing skills and competences as well as generating requirements for new competences, and promoting a collaborative environment among the knowledge workers. Research limitations/implications: This paper opens the discussion around knowledge management and gamification and suggests a wide range of areas for further research. Practical implications: In this paper we argue that by looking at gamification as more than just a set of tools for improving motivation and engagement a company can address some pitfalls of a particular type of knowledge workers. Social implications: Originality/value: Gamification is a new, but increasingly popular approach, which has been shown to be to be powerful in many areas. This paper is novel in that it initiates a dialogue around the impact that gamification might have on knowledge management.
Metadata
| Item Type: | Article |
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| Authors/Creators: |
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| Copyright, Publisher and Additional Information: | © Emerald Group Publishing Limited 2017. This is an author-produced version of the published paper. Uploaded in accordance with the publisher’s self-archiving policy. Further copying may not be permitted; contact the publisher for details. |
| Keywords: | gamification,Knowledge Management,Innovation |
| Dates: |
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| Institution: | The University of York |
| Academic Units: | The University of York > Faculty of Social Sciences (York) > The York Management School |
| Depositing User: | Pure (York) |
| Date Deposited: | 09 Mar 2017 15:40 |
| Last Modified: | 17 Sep 2025 00:17 |
| Status: | Published |
| Refereed: | Yes |
| Open Archives Initiative ID (OAI ID): | oai:eprints.whiterose.ac.uk:113414 |
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