Research output per year
Research output per year
Dr
EH14 4AS
United Kingdom
Accepting PhD Students
PhD projects
Interested in the research proposals in the area of gamification and its organisational or societal impact.
Research activity per year
I am an Assistant Professor of Information Systems Management at Heriot-Watt University. The theme throughout my research work is gamification. My research is focused on gamification as a new approach that can transform working practices in an organisation, e.g. by helping companies to transform into learning organisations and become more innovative. In particular, I am interested in exploring the intersection between gamification and my other areas of expertise, i.e. innovation, innovation management, knowledge management, operations management, performance management, organisational learning, and technology-enabled change and innovation.
My other major area of interest includes exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in developing counties. I have been working on a number of project with rural communities in Colombia, Indonesia and Brazil.
My projects include:
Title: Empowering Brazil’s impoverished communities through critical decision-making: a communitarian communicative strategy. AHRC (£125K), Co-PI.Developing a communitarian communicative strategy to address the issue of fake news in impoverished areas of Brazil (Favelas, homeless communities and low-skills workers) that undermine the efforts to contain COVID-19 pandemic, using gamification and persuasive design. In collaboration with UFG, Brazil.
I am interested in PhD applications in the areas of gamification, innovation management, knowledge management, operations management, performance management, organisational learning, IS/ICT management. In particular, I would be keen in exploring how to foster creativity and innovation using gamification technique. Whereby the prevailing approach to gamifying innovation management entails the facilitation of the ideas collection, gamification can also facilitate cognitive processes through a playful experience so as to stimulate the exploration and exploitation of ideas. By changing thinking patterns, e.g. through guiding the participants through a narrative in an imaginary world, such approach can help them unleash their creativity. This project will explore how such approach can be used to facilitate creativity and innovation and what impact it can have on innovative performance. This study can build on and extend existing innovation theories taking the gamification technique as an intervention that can make a difference.
In 2015, UN member states agreed to 17 global Sustainable Development Goals (SDGs) to end poverty, protect the planet and ensure prosperity for all. This person’s work contributes towards the following SDG(s):
Research output: Chapter in Book/Report/Conference proceeding › Chapter
Research output: Contribution to journal › Article › peer-review
Research output: Other contribution
Research output: Contribution to journal › Article › peer-review
Research output: Contribution to journal › Article › peer-review
Agnessa Spanellis (Speaker)
Activity: Talk or presentation › Invited talk
Agnessa Spanellis (Speaker)
Activity: Talk or presentation › Invited talk