Abstract
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.
Original language | English |
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Pages | 1-40 |
Number of pages | 40 |
Publication status | Published - 1 Jun 2016 |
Event | 16th Annual Conference of the European Academy of Management - Paris, France Duration: 1 Jun 2016 → 4 Jun 2016 http://www.euram-online.org/annual-conference-2016.html |
Conference
Conference | 16th Annual Conference of the European Academy of Management |
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Abbreviated title | EURAM 2016 |
Country/Territory | France |
City | Paris |
Period | 1/06/16 → 4/06/16 |
Internet address |
Keywords
- knowledge management
- knowledge management systems
- innovation
- gamification