Changing the Game: A Case for Gamifying Knowledge Management

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JournalWorld Journal of Science, Technology and Sustainable Development
DateAccepted/In press - 4 Feb 2017
DateE-pub ahead of print - 27 Feb 2017
DatePublished (current) - 10 Mar 2017
Issue number2/3
Volume14
Number of pages18
Pages (from-to)1-17
Early online date27/02/17
Original languageEnglish

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.
Social implications:
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.

Bibliographical note

© Emerald Group Publishing Limited 2017. This is an author-produced version of the published paper. Uploaded in accordance with the publisher’s self-archiving policy. Further copying may not be permitted; contact the publisher for details.

    Research areas

  • gamification, Knowledge Management, Innovation

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