系统回顾
实证研究
知识管理
探索性研究
领域(数学)
领域(数学分析)
样品(材料)
计算机科学
管理科学
工作(物理)
心理学
数据科学
社会学
社会科学
工程类
政治学
认识论
梅德林
机械工程
法学
纯数学
数学分析
化学
色谱法
哲学
数学
作者
Ana Teresa Ferreira,Alexandra M. Araújo,Sandra Fernandes,Isabel Miguel
出处
期刊:Advances in intelligent systems and computing
日期:2017-01-01
卷期号:: 283-292
被引量:50
标识
DOI:10.1007/978-3-319-56541-5_29
摘要
Gamification has increasingly been applied to various life domains and environments, including work and the workplace. Accordingly, research on gamification has grown considerably in the past years. This study presents a systematic review of the theoretical and empirical literature produced in the past 11 years about the application of gamification to the work domain. We analyze the available literature about why gamification is important in work and human resources management, how it can be guided, and which are the examples of gamification in this domain. The systematic review was based on 35 articles, including theoretical papers, empirical (quantitative, qualitative, and mixed-methods) studies, case studies, and other types of papers (presentation of new resources for gamification). Findings are summarized in terms of the sample, country of the study, study type, main results, and gamification and work dimensions associated. The results show that research on the applications of gamification in the workplace is scarce and mostly exploratory. Most studies were conducted using quantitative methods, but with small samples and simple research designs. Although the literature suggests evidence for the usefulness and appropriateness of gamification in the workplace, there are significant limitations in the research, translating a gap between HR practitioners’ concerns and academic developments in this field.
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