Picture of UK Houses of Parliament

Leading national thinking on politics, government & public policy through Open Access research

Strathprints makes available scholarly Open Access content by researchers in the School of Government & Public Policy, based within the Faculty of Humanities & Social Sciences.

Research here is 1st in Scotland for research intensity and spans a wide range of domains. The Department of Politics demonstrates expertise in understanding parties, elections and public opinion, with additional emphases on political economy, institutions and international relations. This international angle is reflected in the European Policies Research Centre (EPRC) which conducts comparative research on public policy. Meanwhile, the Centre for Energy Policy provides independent expertise on energy, working across multidisciplinary groups to shape policy for a low carbon economy.

Explore the Open Access research of the School of Government & Public Policy. Or explore all of Strathclyde's Open Access research...

Changing the game : a case for gamifying knowledge management

Shpakova, Agnessa and Dörfler, Viktor and MacBryde, Jill (2017) Changing the game : a case for gamifying knowledge management. World Journal of Science, Technology & Sustainable Development, 14 (2/3). pp. 143-154. ISSN 2042-5945

[img]
Preview
Text (Shpakova-etal-WJSTSD-2017-a-case-for-gamifying-knowledge-management)
ShpakovaDorflerMacBryde2017_formatted4reading.pdf
Accepted Author Manuscript

Download (996kB)| Preview

    Abstract

    Purpose: This exploratory paper investigates gamification as a medium for knowledge workers to interact with each other. The paper aims to open the discussion around the sustaining impact that gamification might have on knowledge management. Design/methodology/approach: The paper employs an exploratory literature review investigating the current state of the art in relation to knowledge management and gamification; this literature review serves as the starting point of subsequent theorizing. Findings: Based on the literature review we theorize that the use of gamification in knowledge management can go far beyond the motivational aspects. To name just a few uses of gamification, it can help in: supporting flexibility, facilitating transparency and therefore improving trust, visualizing skills and competences as well as generating requirements for new competences, and promoting a collaborative environment among the knowledge workers. Research limitations/implications: This paper opens the discussion around knowledge management and gamification and suggests a wide range of areas for further research. Practical implications: In this paper we argue that by looking at gamification as more than just a set of tools for improving motivation and engagement a company can address some pitfalls of a particular type of knowledge workers. Originality/value: Gamification is a new, but increasingly popular approach, which has been shown to be to be powerful in many areas. This paper is novel in that it initiates a dialogue around the impact that gamification might have on knowledge management.