Projects per year
Gamification is a new, but an increasingly popular approach, which proved to be powerful in many areas, such as education and marketing, and has entered the area of internal corporate applications. This exploratory study is focused on a particular part of corporate environment – gamification being a medium of interactions of knowledge workers with each other. By providing a literature review of gamification and combining it with the exploratory case-study of an online retailer, Zappos, we demonstrate the ways in which gamification helps to identify various types of knowledge workers and influence their dynamics, as well as we open a wide range of areas for further research.
|Number of pages||40|
|Publication status||Published - 1 Jun 2016|
|Event||EURAM 2016: 16th Annual Conference of the European Academy of Management - Université Paris Est Créteil, Paris, France|
Duration: 1 Jun 2016 → 4 Jun 2016
|Conference||EURAM 2016: 16th Annual Conference of the European Academy of Management|
|Abbreviated title||EURAM 2016|
|Period||1/06/16 → 4/06/16|
- knowledge management
- knowledge management systems
Research Output per year
Dörfler, V. & MacBryde, J., 31 Mar 2017, In : World Journal of Science, Technology & Sustainable Development. 14, 2/3, p. 143-154 17 p., 592219.
Research output: Contribution to journal › Article
20 Downloads (Pure)
Shpakova, A., Dörfler, V., & MacBryde, J. (2016). The role(s) of gamification in knowledge management. 1-40. Paper presented at EURAM 2016: 16th Annual Conference of the European Academy of Management, Paris, France.