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I PLAY AT WORK—ten principles for transforming work processes through gamification
Gamified workplaces could be a positive and innovative solution to addressing contemporary problems in organizations. Such problems include high levels of stress, reduced sense of community, reduced loyalty and rapid changes in the workforce. To better prepare organizations for the future it may be...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2014
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3906598/ https://www.ncbi.nlm.nih.gov/pubmed/24523704 http://dx.doi.org/10.3389/fpsyg.2014.00014 |
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author | Oprescu, Florin Jones, Christian Katsikitis, Mary |
author_facet | Oprescu, Florin Jones, Christian Katsikitis, Mary |
author_sort | Oprescu, Florin |
collection | PubMed |
description | Gamified workplaces could be a positive and innovative solution to addressing contemporary problems in organizations. Such problems include high levels of stress, reduced sense of community, reduced loyalty and rapid changes in the workforce. To better prepare organizations for the future it may be helpful to identify and understand the potential advantages, disadvantages and areas for future research in relationship to the use of gamification for personal and organizational wellbeing. An analysis of research literature across disciplines in combination with expert opinion identified gamified workplaces as a promising strategy for promoting wellbeing. Furthermore, this paper proposes a set of 10 principles (I PLAY AT WORK) that may support gamification efforts. In addition to the value of mapping the present for the benefit of the future, there is also considerable value in reshaping core ideas related to the workplaces. Gamified workplaces can provide opportunities for a more vigorous and strategic inter-disciplinary research agenda that can stimulate investments in the area. |
format | Online Article Text |
id | pubmed-3906598 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2014 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-39065982014-02-12 I PLAY AT WORK—ten principles for transforming work processes through gamification Oprescu, Florin Jones, Christian Katsikitis, Mary Front Psychol Psychology Gamified workplaces could be a positive and innovative solution to addressing contemporary problems in organizations. Such problems include high levels of stress, reduced sense of community, reduced loyalty and rapid changes in the workforce. To better prepare organizations for the future it may be helpful to identify and understand the potential advantages, disadvantages and areas for future research in relationship to the use of gamification for personal and organizational wellbeing. An analysis of research literature across disciplines in combination with expert opinion identified gamified workplaces as a promising strategy for promoting wellbeing. Furthermore, this paper proposes a set of 10 principles (I PLAY AT WORK) that may support gamification efforts. In addition to the value of mapping the present for the benefit of the future, there is also considerable value in reshaping core ideas related to the workplaces. Gamified workplaces can provide opportunities for a more vigorous and strategic inter-disciplinary research agenda that can stimulate investments in the area. Frontiers Media S.A. 2014-01-30 /pmc/articles/PMC3906598/ /pubmed/24523704 http://dx.doi.org/10.3389/fpsyg.2014.00014 Text en Copyright © 2014 Oprescu, Jones and Katsikitis. http://creativecommons.org/licenses/by/3.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Oprescu, Florin Jones, Christian Katsikitis, Mary I PLAY AT WORK—ten principles for transforming work processes through gamification |
title | I PLAY AT WORK—ten principles for transforming work processes through gamification |
title_full | I PLAY AT WORK—ten principles for transforming work processes through gamification |
title_fullStr | I PLAY AT WORK—ten principles for transforming work processes through gamification |
title_full_unstemmed | I PLAY AT WORK—ten principles for transforming work processes through gamification |
title_short | I PLAY AT WORK—ten principles for transforming work processes through gamification |
title_sort | i play at work—ten principles for transforming work processes through gamification |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3906598/ https://www.ncbi.nlm.nih.gov/pubmed/24523704 http://dx.doi.org/10.3389/fpsyg.2014.00014 |
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