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Changing the game: a case for gamifying knowledge management

Agnessa Shpakova (Department of Management Science, University of Strathclyde, Glasgow, UK)
Viktor Dörfler (Department of Management Science, University of Strathclyde, Glasgow, UK)
Jill MacBryde (TYMS, University of York, York, UK)

World Journal of Science, Technology and Sustainable Development

ISSN: 2042-5945

Publication date: 6 April 2017

Abstract

Purpose

This exploratory paper investigates gamification as a medium for knowledge workers to interact with each other. The purpose of this paper is to open the discussion around the sustaining impact that gamification might have on knowledge management (KM).

Design/methodology/approach

The paper employs an exploratory literature review investigating the current state of the art in relation to KM and gamification; this literature review serves as the starting point of subsequent theorizing.

Findings

Based on the literature review the authors theorize that the use of gamification in KM can go far beyond the motivational aspects. To name just a few uses of gamification, it can help in: supporting flexibility, facilitating transparency and therefore improving trust, visualizing skills and competences as well as generating requirements for new competences and promoting a collaborative environment among the knowledge workers.

Research limitations/implications

This paper opens the discussion around KM and gamification and suggests a wide range of areas for further research.

Practical implications

In this paper the authors argue that by looking at gamification as more than just a set of tools for improving motivation and engagement a company can address some pitfalls of a particular type of knowledge workers.

Originality/value

Gamification is a new, but increasingly popular approach, which has been shown to be powerful in many areas. This paper is novel in that it initiates a dialogue around the impact that gamification might have on KM.

Keywords

Citation

Shpakova, A., Dörfler, V. and MacBryde, J. (2017), "Changing the game: a case for gamifying knowledge management", World Journal of Science, Technology and Sustainable Development, Vol. 14 No. 2/3, pp. 143-154. https://doi.org/10.1108/WJSTSD-01-2017-0002

Publisher

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Emerald Publishing Limited

Copyright © 2017, Emerald Publishing Limited