Motivating the Adoption and Usage of Corporate Web 2.0 Systems Using Fitness Gamification Practices

Evgeny Blagov, Boyka Simeonova, P. Bogolyubov
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引用次数: 3

Abstract

One of the main problems of introducing corporate Web 2.0 systems in organizations is the problem of low motivation of the employees to adopt and use these systems, caused by the fact that introduction of corporate Web 2.0 is usually an initiative not of the employees, but of the senior management of the company. However, one of the most crucial conditions of success in introducing such systems is the interactivity of the employees' usage of the systems, which can potentially be stimulated by applying the gamification practices. Among different areas of gamification practices, we think that the fitness gamification area has interesting experience for motivating the employees to adopt and use the corporate Web 2.0 systems, as most prominent fitness gamification projects are based on Web 2.0 technologies themselves. On the basis of fitness gamification projects experience we suggest and analyze a set of metrics that can be used for assessing and rewarding the employees' individual and collective activity in sharing and creating knowledge via the corporate Web 2.0 systems. The analysis results in recommendations to use such metrics as amount of specific types of knowledge shared or created via the corporate Web 2.0 system, uniqueness of the knowledge shared via the corporate Web 2.0 system and uniqueness of the knowledge created via the corporate Web 2.0 system.
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利用健身游戏化实践激励企业采用和使用Web 2.0系统
在组织中引入企业Web 2.0系统的主要问题之一是员工采用和使用这些系统的动机低的问题,这是因为企业Web 2.0的引入通常不是员工的倡议,而是公司高级管理人员的倡议。然而,成功引入此类系统的最关键条件之一是员工使用系统的交互性,这可以通过应用游戏化实践来刺激。在游戏化实践的不同领域中,我们认为健身游戏化领域在激励员工采用和使用企业Web 2.0系统方面具有有趣的经验,因为大多数突出的健身游戏化项目本身都是基于Web 2.0技术。在健身游戏化项目经验的基础上,我们建议并分析了一组指标,这些指标可用于评估和奖励员工通过企业Web 2.0系统共享和创造知识的个人和集体活动。分析的结果是建议使用诸如通过企业Web 2.0系统共享或创建的特定类型知识的数量、通过企业Web 2.0系统共享的知识的唯一性以及通过企业Web 2.0系统创建的知识的唯一性等指标。
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