Purpose: The purpose of this article is to present a systematic literature review that synthesizes the investigations made into the use of Gamification in Knowledge Management processes in recent years, and a conceptual model for analysis of the Gamification of Knowledge Management Systems. Theories: Since the last decade the Gamification - defined by the application of game design principles in a non-game context - as a management practice has become increasingly challenging for researchers. At the height of the Knowledge Age, in which we live today, knowledge and the organizational capacity to create, disseminate and retain it is one of the most important sources of competitive advantage for organizations. As employees’ knowledge is c...
The phenomenon of gamification is analysed, identifying positive aspects of gamification, risks and ...
Gamification involves incorporating elements of online games, such as points, leaderboards, and badg...
Gamification is a new trend that seeks to engage people and change their behaviour by implementing g...
Purpose: The purpose of this article is to present a systematic literature review that synthesizes t...
Gamification is a new, but an increasingly popular approach, which proved to be powerful in many are...
Purpose: This exploratory paper investigates gamification as a medium for knowledge workers to inter...
While computer games are extremely immersing and engaging, many companies find their knowledge manag...
Gamification is an increasingly common motivational tool, and knowledge management is rising to beco...
The increasingly popular trend of gamification has proved powerful in many areas, such as education ...
In the current scenario, knowledge has become a valuable and indispensable organizational asset for ...
Although digitization brings important possibilities, implementing its technologies in practice can ...
Purpose The purpose of this paper is to provide an in-depth and critical review of the literature a...
© Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal...
The paper presents an analysis of the main research directions in the field of gamification in mana...
This paper conducts a contemporary and inclusive review of initial applications of gamification to v...
The phenomenon of gamification is analysed, identifying positive aspects of gamification, risks and ...
Gamification involves incorporating elements of online games, such as points, leaderboards, and badg...
Gamification is a new trend that seeks to engage people and change their behaviour by implementing g...
Purpose: The purpose of this article is to present a systematic literature review that synthesizes t...
Gamification is a new, but an increasingly popular approach, which proved to be powerful in many are...
Purpose: This exploratory paper investigates gamification as a medium for knowledge workers to inter...
While computer games are extremely immersing and engaging, many companies find their knowledge manag...
Gamification is an increasingly common motivational tool, and knowledge management is rising to beco...
The increasingly popular trend of gamification has proved powerful in many areas, such as education ...
In the current scenario, knowledge has become a valuable and indispensable organizational asset for ...
Although digitization brings important possibilities, implementing its technologies in practice can ...
Purpose The purpose of this paper is to provide an in-depth and critical review of the literature a...
© Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal...
The paper presents an analysis of the main research directions in the field of gamification in mana...
This paper conducts a contemporary and inclusive review of initial applications of gamification to v...
The phenomenon of gamification is analysed, identifying positive aspects of gamification, risks and ...
Gamification involves incorporating elements of online games, such as points, leaderboards, and badg...
Gamification is a new trend that seeks to engage people and change their behaviour by implementing g...