Purpose – The purpose of this paper is to present the results of a qualitative study of software engineers' playful behaviors at work. Design/methodology/approach – The interviewed software engineers come from two European and three American companies. The research is based on ethnographical data, gathered in two longitudinal studies2005-2008 . The methods used in the study include open-ended unstructured interviews, participant observations, stories collection, and shadowings. Findings – It is found that the currently dominant theory of normative control explaining software engineers workplace diminishes leisure and entertainment attributes of knowledge work. Fun at workplace is discovered to be an important, if not crucial, element of eve...
Gamification seeks to encourage behavior of participants by borrowing elements of games, such as sco...
Novel and useful ideas and creative behaviours originate in varied work environments, yet the charac...
[eng] The purpose of using gamification is as said to trigger the engagement. Human being like to pl...
Playfulness, with non-intrusive elements, can be considered a useful resource for enhancing social a...
The purpose of this project was to investigate play and our cultural assumptions as to its usefulnes...
Playfulness, with non-intrusive elements, can be considered a useful resource for enhancing social a...
Playfulness, with non-intrusive elements, can be considered a useful resource for enhancing social a...
Conventional wisdom suggests that play is the antithesis of work. But in the information technology ...
This qualitative study on fun in the workplace explored the phenomenon from a new vantage point, the...
The authors investigate the links between playfulness and creative organizational climates establish...
This article examines the popular trend among management academics, consultants, and practitioners o...
Introduction: Creativity is vital for competitive advantage within technological environments facing...
Drawing on self-determination and play theories, we develop a process model that proposes that daily...
This thesis investigates how play may benefit creativity in organizational contexts. Play and playfu...
This article introduces the concept of playful work design - the process through which employees pro...
Gamification seeks to encourage behavior of participants by borrowing elements of games, such as sco...
Novel and useful ideas and creative behaviours originate in varied work environments, yet the charac...
[eng] The purpose of using gamification is as said to trigger the engagement. Human being like to pl...
Playfulness, with non-intrusive elements, can be considered a useful resource for enhancing social a...
The purpose of this project was to investigate play and our cultural assumptions as to its usefulnes...
Playfulness, with non-intrusive elements, can be considered a useful resource for enhancing social a...
Playfulness, with non-intrusive elements, can be considered a useful resource for enhancing social a...
Conventional wisdom suggests that play is the antithesis of work. But in the information technology ...
This qualitative study on fun in the workplace explored the phenomenon from a new vantage point, the...
The authors investigate the links between playfulness and creative organizational climates establish...
This article examines the popular trend among management academics, consultants, and practitioners o...
Introduction: Creativity is vital for competitive advantage within technological environments facing...
Drawing on self-determination and play theories, we develop a process model that proposes that daily...
This thesis investigates how play may benefit creativity in organizational contexts. Play and playfu...
This article introduces the concept of playful work design - the process through which employees pro...
Gamification seeks to encourage behavior of participants by borrowing elements of games, such as sco...
Novel and useful ideas and creative behaviours originate in varied work environments, yet the charac...
[eng] The purpose of using gamification is as said to trigger the engagement. Human being like to pl...