Start the Game: Increasing User Experience of Enterprise Systems Following a Gamification Mechanism

Chapter
Part of the Management for Professionals book series (MANAGPROF)

Abstract

“Hi dear, how was your day?” In the rarest of cases the responded would answer: “I had so much fun when entering the customer data into our Enterprise Systems.” However, the usage of Enterprise Systems is nowadays for many employees a key element of their working activities. Therefore, their motivation to use these systems consistently is essential for organizations to ensure transparency and process accuracy. While today most software products have a high usability, they lack in positive user experiences such as fun. One trend having the potential to solve this issue is Gamification. Using mechanisms of traditional games such as achievements or rankings is successfully implemented in private applications such as social networks (e.g. Facebook) or online traveling portals (e.g. tripadvisor). These mechanisms motivate individuals to perform certain activities they would otherwise not do. Gabe Zichermann – a visionary of Gamification – explained this phenomenon as following: Games are the only force in the known universe that can get people to take actions against their self-interest, in a predictable way, without using force. The principle of Gamification and its potential in organizations is presented in this book chapter.

References

  1. Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1). Retrieved from http://www.mud.co.uk/richard/hcds.htm
  2. Bree, J. V. (2011). The end of the rainbow: In search of crossing points between organizations and games. In Think Design Play DiGRA Conference, Hilversum.Google Scholar
  3. Burke, M., & Hiltbrand, T. (2011). How Gamification will change business intelligence. Business Intelligence Journal, 16(2), 8–17.Google Scholar
  4. Carroll, J. M., & Thomas, J. C. (1988). Fun. SIGCHI Bulletin, 19(3), 21–24.CrossRefGoogle Scholar
  5. Cheng, L.-T., Shami, S., Casey, D., Muller, M., DiMicco, J., Patterson, J., et al. (2011). Finding moments of play at work. In CHI 2011 Workshop (2–5). Vancouver: Canada.Google Scholar
  6. Csíkszentmihályi, M. (1997a). Finding flow: The psychology of engagement with everyday life. New York: Basic Books.Google Scholar
  7. Csíkszentmihályi, M. (1997b). Finding flow (Book Review). In Psychology Today. Retrieved from http://www.psychologytoday.com/articles/199707/finding-flow
  8. Deterding, S. (2011). Gamification: Toward a definition. Design, 12–15.Google Scholar
  9. Gartner Report (2011). Gartner’s 2011 Hype Cycle Special Report Evluates the Maturity of 1,900 Technologies. Retrived from http://www.gartner.com/it/page.jsp?id=1763814
  10. Groh, F. (2012). Gamification: State of the art definition and utilization. In 4th seminar on research trends in media informatics (39–46). Ulm: Germany.Google Scholar
  11. Hsu, C.-L., & Lu, H.-P. (2004). Why do people play online games? An extended TAM with social influences and flow experience. Information and Management, 41(7), 853–868.CrossRefGoogle Scholar
  12. Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games: An overview. The American Surgeon, 73, 1039–1063.Google Scholar
  13. Thom, J., Millen, D., & DiMicco, J. (2012). Removing Gamification from an Enterprise SNS. In CSCW 2012 Proceedings (1067–1070). Washington: USA.Google Scholar
  14. Vogel, R., Koçoğlu, T., & Berger, T. (2010). Consumerization. In R. Vogel, T. Koçoğlu, & T. Berger (Eds.), Desktop-virtualisierung (pp. 25–28). Wiesbaden: Vieweg + Teubner Verlag.CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  1. 1.Chair of Information Systems IVUniversity of MannheimMannheimGermany

Personalised recommendations