Organisations are currently lacking in developing and implementing business systems in meaningful ways to motivate and engage their staff. This is particularly salient as the average employee spends eleven cumulative years of their life at work, however less than one third of the workforce are actually engaged in their duties throughout their career. Such low levels of engagement are particularly prominent with younger employees, referred to as Generation Y (GenY), who are the least engaged of all groups at work. However, they will dedicate around five cumulative years of their life immersed playing video games such as Clash of Clans, whether for social, competitive, extrinsic, or intrinsic motivational factors. Using behavioural concepts derived from video games, and applying game design elements in business systems to motivate employees in the digital economy, is a concept which has come to be recognised as Business Gamification. Thus, the purpose of this research paper is to further our understanding of game design elements for business, and investigate their properties from design to implementation in gamified systems. Following a two-year ethnographic style study with both a system development, and a communication agency largely staffed with GenY employees, findings suggest properties in game design elements are emergent and temporal in their instantiations.
翻译:目前,各组织缺乏以有意义的方式发展和实施商业系统,以激励和调动其工作人员,这尤其突出,因为平均雇员在工作期间累积了11年,然而,在整个职业生涯中,实际从事工作的工作人员还不到三分之一,这种低参与水平在年轻雇员中特别突出,他们称为Y代(GenY),是所有工作群体中参与最少的;然而,他们将花大约5年的累积时间在玩游戏游戏中,例如Clax of Clans,无论是社会、竞争、外在或内在动机因素。 利用视频游戏产生的行为概念,在商业系统中应用游戏设计要素激励数字经济中的雇员,这个概念已被确认为商业博彩,因此,本研究论文的目的是加深我们对商业游戏设计要素的理解,并调查其从设计到在成熟的系统中实施的特点。在进行为期两年的人类风格研究之后,在系统开发方面,以及一个主要由GenY雇员组成的通讯机构,发现游戏设计要素的属性是即时空的。