通过游戏化参与项目利益相关者:我们知道什么,我们从这里走向何方?

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS ACS Applied Bio Materials Pub Date : 2023-07-06 DOI:10.1108/ijmpb-07-2022-0170
Caroline Ingvarsson, A. Hallin, Christof Kier
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引用次数: 0

摘要

目的本文的目的是探讨游戏化如何用于项目利益相关者的参与。设计/方法论/方法本文介绍了对现有项目游戏化研究的系统文献综述的结果。在此基础上,概述了未来研究的议程。发现关于项目游戏化的现有研究很少,分散在各个学科中,但工程领域占主导地位。所进行的研究确实表明,游戏化可以用于让利益相关者参与项目,主要是通过促进学习,也可以通过让他们参与、激励行动和解决问题。研究局限性/含义在一些情况下,现有的研究在研究设计方面表现出较差的质量,缺乏跨学科的视角,这意味着需要更多的研究。用户的视角往往缺乏。此外,游戏化的想法可能“隐藏”在其他技术中。实际意义本研究的发现可能有助于项目管理从业者努力采用游戏化原则,更好地让利益相关者参与进来。独创性/价值该研究填补了关于如何利用游戏化来促进项目利益相关者参与的研究总结方面的空白。基于此,它提出了未来利用游戏化促进项目利益相关者参与的研究议程。
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Project stakeholder engagement through gamification: what do we know and where do we go from here?
PurposeThe purpose of this paper is to explore how gamification may be used for project stakeholder engagement.Design/methodology/approachThe paper presents the results of a systematic literature review of extant research concerning the gamification of projects. Based on this, an agenda for future studies is outlined.FindingsExtant research on the gamification of projects is scarce and scattered among various disciplines, but the engineering fields dominate. The research performed does indicate that gamification may be used for involving stakeholders in projects, primarily by promoting learning, but also by engaging them, motivating action and solving problems.Research limitations/implicationsIn several cases, extant research display poor quality in research design and a lack in cross-disciplinary perspectives, which means that more research is needed. The users’ perspective is often lacking. Furthermore, the ideas gamification might be “hidden” within other technologies.Practical implicationsThe findings of this research may assist project management practitioners in the endeavor of adopting gamification principles to better involve stakeholders.Originality/valueThe study fills a gap in summarizing the research on how gamification may be used to promote project stakeholder engagement. Based on this, it proposes a research agenda for future research on the use of gamification to promote project stakeholder engagement.
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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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