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Incentive design and gamification for knowledge management

Author

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  • Friedrich, Julia
  • Becker, Michael
  • Kramer, Frederik
  • Wirth, Markus
  • Schneider, Martin

Abstract

Knowledge is one of the most important resources for businesses. Knowledge management systems (KMS) are implemented to guarantee an adequate handling of this resource. While innovations in Knowledge Management often focus on technical approaches or structural aspects of knowledge storing, less attention is paid to the different aspects of human motivation and the individual willingness to knowledge sharing. The employee as sharer and receiver of knowledge, however, has to be motivated properly in order to ensure a high content quality within the KMS and appropriate handling of knowledge. Gamification has proven to be a feasible approach to increase employee motivation. This paper, therefore, analyses the effects of game mechanics on motivation and knowledge sharing behavior. In addition, advantages and risks of implementing game components in KMS are illustrated.

Suggested Citation

  • Friedrich, Julia & Becker, Michael & Kramer, Frederik & Wirth, Markus & Schneider, Martin, 2020. "Incentive design and gamification for knowledge management," Journal of Business Research, Elsevier, vol. 106(C), pages 341-352.
  • Handle: RePEc:eee:jbrese:v:106:y:2020:i:c:p:341-352
    DOI: 10.1016/j.jbusres.2019.02.009
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    2. Bitrián, Paula & Buil, Isabel & Catalán, Sara, 2021. "Enhancing user engagement: The role of gamification in mobile apps," Journal of Business Research, Elsevier, vol. 132(C), pages 170-185.
    3. Venkatesh, Viswanath & Davis, Fred D. & Zhu, Yaping, 2022. "A cultural contingency model of knowledge sharing and job performance," Journal of Business Research, Elsevier, vol. 140(C), pages 202-219.
    4. Fatma Lehyani & Alaeddine Zouari & Ahmed Ghorbel & Michel Tollenaere & José Carlos Sá, 2023. "Knowledge Management and Total Quality Management Impact on Employee Effectiveness in Emerging Industries: Case of Tunisian Small and Medium Enterprises," Sustainability, MDPI, vol. 15(5), pages 1-17, February.
    5. Tori Reddy DODLA & Laura Ann JONES, 2023. "Identifying knowledge management strategies for knowledge management systems," Access Journal, Access Press Publishing House, vol. 4(2), pages 261-277, March.
    6. Behl, Abhishek & Jayawardena, Nirma & Ishizaka, Alessio & Gupta, Manish & Shankar, Amit, 2022. "Gamification and gigification: A multidimensional theoretical approach," Journal of Business Research, Elsevier, vol. 139(C), pages 1378-1393.
    7. Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
    8. Feng, Yuanyue & Yi, Zihui & Yang, Congcong & Chen, Ruoyi & Feng, Ye, 2022. "How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing," Technological Forecasting and Social Change, Elsevier, vol. 177(C).
    9. Zhuang Xiong & Pengju Wang & Chengxia Wu, 2022. "How to encourage innovation failure knowledge sharing in virtual research organization: an incentive mechanism based on game theory," Computational and Mathematical Organization Theory, Springer, vol. 28(3), pages 193-213, September.
    10. Nagwa Babiker Abdalla YOUSIF & Katarzyna GRONDYS & Salah GAD & Walaa ELSAYED, 2020. "Knowledge Management In Non-Governmental Organizations (Ngos)," REVISTA ADMINISTRATIE SI MANAGEMENT PUBLIC, Faculty of Administration and Public Management, Academy of Economic Studies, Bucharest, Romania, vol. 2020(35), pages 90-108, December.
    11. Majid Zamiri & Ali Esmaeili, 2024. "Methods and Technologies for Supporting Knowledge Sharing within Learning Communities: A Systematic Literature Review," Administrative Sciences, MDPI, vol. 14(1), pages 1-34, January.
    12. Di Vaio, Assunta & Palladino, Rosa & Pezzi, Alberto & Kalisz, David E., 2021. "The role of digital innovation in knowledge management systems: A systematic literature review," Journal of Business Research, Elsevier, vol. 123(C), pages 220-231.
    13. Yang, Xiaoping & Yang, Jingshan & Hou, Yilin & Li, Shuyang & Sun, Shiwei, 2023. "Gamification of mobile wallet as an unconventional innovation for promoting Fintech: An fsQCA approach," Journal of Business Research, Elsevier, vol. 155(PA).

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