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Article
Publication date: 31 August 2023

Ayodeji Emmanuel Oke, John Aliu, Erastus Misheng'u M. Mwanaumo, Timilehin Abayomi and Charles Kahanji

This article aims to investigate the various applications of gamification practices in the construction industry, with a focus on improving safety and quality, project management…

Abstract

Purpose

This article aims to investigate the various applications of gamification practices in the construction industry, with a focus on improving safety and quality, project management, innovation and productivity and workforce development.

Design/methodology/approach

A comprehensive literature review was conducted to identify several construction areas where gamification can be employed, which helped in formulating a questionnaire survey. The survey was disseminated to construction professionals in the Nigerian construction industry using a convenience sampling technique. The collected data were analyzed using a variety of statistical tools such as percentages, frequencies, mean item scores and exploratory factor analyses. Additionally, cluster analysis was performed to obtain a more comprehensive analysis of these application areas.

Findings

Four key clusters of gamification areas of application in the Nigerian construction industry were identified – safety and quality, project management, innovation and efficiency and workforce development. By integrating game elements into these critical areas, construction organizations in Nigeria can enhance worker engagement, increase productivity and improve safety, ultimately leading to better project outcomes.

Practical implications

The identification and evaluation of the gamification areas of application in the construction industry would help construction organizations and stakeholders make informed decisions regarding the integration of game elements into critical areas such as safety and quality, project management, innovation and efficiency and workforce development.

Originality/value

The study provides valuable information for construction organizations and stakeholders looking to enhance worker engagement, increase productivity and improve safety in their projects through gamification. It also adds to the growing body of research on the use of gamification in various industries and provides a foundation for further studies in this area.

Details

Built Environment Project and Asset Management, vol. 13 no. 6
Type: Research Article
ISSN: 2044-124X

Keywords

Abstract

Details

Games
Type: Book
ISBN: 978-1-80043-597-1

Article
Publication date: 10 June 2024

Dhanya Pramod

The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a…

Abstract

Purpose

The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and effective. This study explores the gamification platforms available for cybersecurity training and awareness, the extent to which they are used and their benefits and challenges.

Design/methodology/approach

PRISMA 2020 was used to conduct the systematic literature review.

Findings

The study comprehends the game design elements and their role in the effectiveness of cybersecurity training and awareness. The study unveils that traditional education methodologies are insignificant in cybersecurity awareness, and gamification-based platforms are more beneficial. The paper summarizes the implications of the findings and further postulates future research directions.

Originality/value

This work comprehends the various forms of gamification platforms and frameworks available for cybersecurity training and will motivate further development of gamification platforms. This paper will help academia, private and public organizations and game designers enhance their gamification-based cybersecurity education interventions.

Details

Journal of Applied Research in Higher Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-7003

Keywords

Open Access
Article
Publication date: 6 July 2023

Caroline Ingvarsson, Anette Hallin and Christof Kier

The purpose of this paper is to explore how gamification may be used for project stakeholder engagement.

2359

Abstract

Purpose

The purpose of this paper is to explore how gamification may be used for project stakeholder engagement.

Design/methodology/approach

The 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.

Findings

Extant 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/implications

In 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 implications

The findings of this research may assist project management practitioners in the endeavor of adopting gamification principles to better involve stakeholders.

Originality/value

The 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.

Details

International Journal of Managing Projects in Business, vol. 16 no. 8
Type: Research Article
ISSN: 1753-8378

Keywords

Open Access
Article
Publication date: 22 July 2024

Asha Thomas

In today’s rapidly evolving business landscape, innovation is the cornerstone for every organization. Knowledge management (KM) is crucial for developing sustainable competitive…

491

Abstract

Purpose

In today’s rapidly evolving business landscape, innovation is the cornerstone for every organization. Knowledge management (KM) is crucial for developing sustainable competitive advantage by fostering innovation. This study aims to identify the key drivers of KM in the context of digital transformation through qualitative research.

Design/methodology/approach

This study employs a qualitative approach based on in-depth interviews with senior KM officers, including chief knowledge officers and directors who spearhead KM in their respective organizations. This research identifies four key dimensions, shedding new light on the drivers of KM in the context of digital transformation.

Findings

This study’s findings reveal that the integration of important drivers from the lens of social-technical system (STS) theory is categorized into the four dimensions of KM, namely, motivation, technology, people interaction and organizational drivers. These factors jointly impact and design the effectiveness of KM in the digital age.

Originality/value

This study makes a unique contribution to the field of digital transformation. It presents a conceptual framework from the lens of the STS theory that encompasses four critical dimensions of KM: motivation, technology, people interaction and organizational dimensions, each with sub-codes. This framework can be utilized by practitioners and scholars alike.

Details

European Journal of Innovation Management, vol. 27 no. 9
Type: Research Article
ISSN: 1460-1060

Keywords

Article
Publication date: 18 December 2023

Ibrahim S. Abotaleb, Yasmin Elhakim, Mohamed El Rifaee, Sahar Bader, Osama Hosny, Ahmed Abodonya, Salma Ibrahim, Mohamed Sherif, Abdelrahman Sorour and Mennatallah Soliman

The objective of this research is to propose an immersive framework that integrates virtual reality (VR) technology with directives international safety training certification…

Abstract

Purpose

The objective of this research is to propose an immersive framework that integrates virtual reality (VR) technology with directives international safety training certification bodies to enhance construction safety training, which eventually leads to safer construction sites.

Design/methodology/approach

The adopted methodology combines expert insights and experimentation to maximize the effectiveness of construction safety training. The first step was identifying key considerations for VR models such as motion sickness prevention and adult learning theories. The second step was developing a game-like VR model for safety training, with multiple hazards and scenarios based on the considerations of the previous step. After that, safety experts evaluated the model and provided valuable feedback on its alignment with international safety training practices. Finally, the developed model is tested by senior students, where the testing format followed the Institution of Occupational Safety and Health (IOSH) working safely exam structure.

Findings

An advanced immersive VR safety training model was developed based on extensive lessons learned from the literature, previous work and psychology-informed adult learning theories. Model testing – through focus groups and hands-on experimentation – demonstrated significant benefit of VR in upgrading and complementing traditional training methods.

Originality/value

The findings presented in this paper make a significant contribution to the field of safety training within the construction industry and the broader context of immersive learning experiences. It also fosters further exploration into immersive learning experiences across educational and professional contexts.

Details

Engineering, Construction and Architectural Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 25 June 2024

Teresa Galanti and Stefania Fantinelli

The purpose of this study is to explore the diffusion of digital innovation for talent management in Italian learning organizations.

Abstract

Purpose

The purpose of this study is to explore the diffusion of digital innovation for talent management in Italian learning organizations.

Design/methodology/approach

It has been implemented a qualitative methodology to collect data, interviewing 16 experts; a mix method analysis was applied to explore thematic categories and to analyze co-occurrences by a quantitative approach analysis using T-Lab software.

Findings

There are some relevant points to underline: digital technologies are meant as a support to human resource management (HRM), and there is often the reference to digital gamification or gamified processes implemented for talent management procedures. Learning is a central element both for employees’ point of view and for HR specialists who feel the need for a major and more specific training on digital technologies.

Research limitations/implications

The limited size and composition of the sample put restrictions on the generalizability of results. The explorative nature of the study provides an in-depth consideration of digital innovation in learning organization, representing a first starting point for future quantitative investigations. From a practical point of view, this study emphasizes a learning organization culture as an essential attitude set to attract, select and retain top talents.

Practical implications

From a practical point of view, this study emphasizes a learning organization culture as an essential attitude set to attract, select and retain top talents.

Originality/value

Giving space and voice to HR and information and communication technologies experts has provided insights regarding the digitalization process in HRM in Italy, in particular, digital learning has been told as a necessary element for the competitiveness of the workforce.

Details

The Learning Organization, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0969-6474

Keywords

Book part
Publication date: 4 December 2023

Vijay Prakash Gupta

The use of cutting-edge technology in education has the potential to transform the learning experience and greatly contribute to the achievement of the Sustainable Development…

Abstract

The use of cutting-edge technology in education has the potential to transform the learning experience and greatly contribute to the achievement of the Sustainable Development Goals (SDGs) in emerging economies. With the increased accessibility of technology and online resources, digital literacy has become an essential skill in today's world. Smart e-learning platforms have emerged as a new tool for offering education and training in emerging economies, while also boosting digital literacy.

This chapter will attempt to investigate the impact of new-age technologies on the educational system and how they can help emerging economies achieve the SDGs. This study looks at case studies from various emerging economies, analyzing how innovative technologies like digital learning, smart teaching and learning, mobile learning, online learning, artificial intelligence (AI), virtual reality, and gamification are used to improve education quality and promote SDGs. This chapter emphasizes the impact of technological integration on access to education, reducing inequality, and improving educational quality and relevance. This study also looks into how education may help promote environmental sustainability and economic growth. According to the findings, integrating new-age technologies into the education system can be a game changer in achieving SDGs in emerging nations.

Details

Fostering Sustainable Businesses in Emerging Economies
Type: Book
ISBN: 978-1-80455-640-5

Keywords

Book part
Publication date: 12 December 2023

Floris de Krijger

A growing body of research finds that gig economy platforms use gamification to enhance managerial control. Focusing on technologically mediated forms of gamification, this…

Abstract

A growing body of research finds that gig economy platforms use gamification to enhance managerial control. Focusing on technologically mediated forms of gamification, this literature reveals how platforms mobilize gig workers’ work effort by making the labour process resemble a game. This chapter contends that this tech-centric scholarship fails to fully capture the historical continuities between contemporary and much older occurrences of game-playing at work. Informed by interviews and participatory observations at two food delivery platforms in Amsterdam, I document how these platforms’ piece wage system gives rise to a workplace dynamic in which severely underpaid delivery couriers continuously employ game strategies to maximize their gig income. Reminiscent of observations from the early shop floor ethnographies of the manufacturing industry, I show that the game of gig income maximization operates as an indirect modality of control by (re)aligning the interests of couriers with the interests of capital and by individualizing and depoliticizing couriers’ overall low wage level. I argue that the new, algorithmic technologies expand and intensify the much older forms of gamified control by infusing the organizational activities of shift and task allocation with the logic of the piece wage game and by increasing the possibilities for interaction, direct feedback and immersion. My study contributes to the literature on gamification in the gig economy by interweaving it with the classic observations derived from the manufacturing industry and by developing a conceptualization of gamification in which both capital and labour exercise agency.

Details

Ethnographies of Work
Type: Book
ISBN: 978-1-83753-949-9

Keywords

Abstract

Details

Games
Type: Book
ISBN: 978-1-80043-597-1

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