TY - JOUR AB - 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. VL - 14 IS - 2/3 SN - 2042-5945 DO - 10.1108/WJSTSD-01-2017-0002 UR - https://doi.org/10.1108/WJSTSD-01-2017-0002 AU - Shpakova Agnessa AU - Dörfler Viktor AU - MacBryde Jill PY - 2017 Y1 - 2017/01/01 TI - Changing the game: a case for gamifying knowledge management T2 - World Journal of Science, Technology and Sustainable Development PB - Emerald Publishing Limited SP - 143 EP - 154 Y2 - 2024/04/24 ER -