Management Center Innsbruck (AUSTRIA)
About this paper:
Appears in: INTED2021 Proceedings
Publication year: 2021
Pages: 1204-1213
ISBN: 978-84-09-27666-0
ISSN: 2340-1079
doi: 10.21125/inted.2021.0285
Conference name: 15th International Technology, Education and Development Conference
Dates: 8-9 March, 2021
Location: Online Conference
Some companies have already taken advantage of the motivational ideas behind the concept of gamification since it became known. So far, there is an essential collection of application areas that have been proven for successful gamification. This paper focuses on the little-explored site of using gamification aspect implementation in information systems to increase the user transaction. The authors would like to determine which gamification elements and aspects are suitable for growing the rapid exchange of knowledge supported by information systems in a practical implementation. For this purpose, the terms gamification, information system, and the required knowledge management are first presented and secondly connected.

Additionally the underlying self-determination theory is explained in more detail to understand their necessity. For successful gamification, it is also essential to know the previous areas of application and success. The paper also deals with existing risks during gamification implementation and mistakes made with “gamifying” the system. Using qualitative interviews during a more comprehensive case study research design, employees of an international working company are interviewed to use their opinions from a direct source to formulate the best possible aspects for gamification supporting the usage of an information system for knowledge sharing. The outcome of the expert interviews was a guideline for successfully implementing gamification aspects in a particular situation.

It turned out that gamification is very much dependent on the respective process and the branch of the company. Game mechanics and dynamics, which do not consume a lot of time and are easy to implement, have proven to be more advantageous and better accepted by the respondents. In particular, elements that provide quick feedback were very much supported by the experts. In addition to these findings, the authors found out that many other factors and influences have to be considered, such as sound and correct communication, especially when introducing new dynamics. Also, the information system should be user-friendly even before gamification is applied, since otherwise the usage cannot necessarily be increased by other elements.
Gamification, Information Systems, Knowledge Sharing.