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Gamification as an instrument for organizational behaviour change during the meeting: case study «ROBATIEMPOS»

Author

Listed:
  • Dulskaia Iana

    (Sapienza University of Rome, Rome, Italy)

  • Bellini Francesco

    (Sapienza University of Rome, Rome, Italy)

  • Zabal Roman

    (Cookie Box s.r.l, Barcelona, Spain)

  • Garcia Pañella Oscar

    (ENTI-UBBarcelona, Spain)

  • D’Ascenzo Fabrizio

    (Sapienza University of Rome, Rome, Italy)

Abstract

During the last years, gamification has been a burning issue and a subject of scientific discussions. Gamification is an innovative solution to foster motivation. It relates to the use of game elements in non-game contexts. By applying game mechanics to training and other business critical processes, organizations can improve employee engagement, boost productivity and lift operational performance. Over the last few decades, it has been noticed the significant enhancement of time spent attending meetings. Meetings are essential for the organizations, they improve the effectiveness of a company team working and are necessary for human relations. Nevertheless, in many cases meetings are considered as a waste of time. There are very few scientific papers that regarding the use of gamification for business meeting changes. The study seeks to explore the behavioural change of participants towards business meetings after introducing a business game, in order to come up with an interesting solution that might be useful for other researchers and practitioners in understanding the use of gamification in similar contexts. With regard to this aim, a single-case holistic design methodology is used and qualitative approach using semi-structured interviews with gamification experts and project managers is applied. This paper contributes both to the scientific literature and to managerial implication.

Suggested Citation

  • Dulskaia Iana & Bellini Francesco & Zabal Roman & Garcia Pañella Oscar & D’Ascenzo Fabrizio, 2017. "Gamification as an instrument for organizational behaviour change during the meeting: case study «ROBATIEMPOS»," Proceedings of the International Conference on Business Excellence, Sciendo, vol. 11(1), pages 359-367, July.
  • Handle: RePEc:vrs:poicbe:v:11:y:2017:i:1:p:359-367:n:39
    DOI: 10.1515/picbe-2017-0039
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    References listed on IDEAS

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    1. David Crombie & Pierre Mersch & Iana Dulskaia & Francesco Bellini, 2018. "The JamToday Network: The European Learning Hub for Applied-Games for Learning Environments," Lecture Notes in Information Systems and Organization, in: Cecilia Rossignoli & Francesco Virili & Stefano Za (ed.), Digital Technology and Organizational Change, pages 173-186, Springer.
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