TY - GEN
T1 - Strategies and design principles to minimize negative side-effects of digital motivation on teamwork
AU - Algashami, Abdullah
AU - Shahri, Alimohammad
AU - McAlaney, John
AU - Taylor, Jacqui
AU - Phalp, Keith
AU - Ali, Raian
PY - 2017
Y1 - 2017
N2 - Digital Motivation in business refers to the use of technology in order to facilitate a change of attitude, perception and behaviour with regards to adopting policies, achieving goals and executing tasks. It is a broad term to indicate existing and emerging paradigms such as Gamification, Persuasive Technology, Serious Games and Entertainment Computing. Our previous research indicated risks when applying Digital Motivation. One of these main risks is the impact it can have on the interpersonal relationships between colleagues and their individual and collective performance. It may lead to a feeling of unfairness and trigger negative group processes (such as social loafing and unofficial clustering) and adverse work ethics. In this paper, we propose a set of strategies to minimize such risks and then consolidate these strategies through an empirical study involving managers, practitioners and users. The strategies are then analysed for their goal, stage and purpose of use to add further guidance. The strategies and their classification are meant to inform developers and management on how to design, set-up and introduce Digital Motivation to a business environment, maximise its efficiency and minimize its side-effects on teamwork.
AB - Digital Motivation in business refers to the use of technology in order to facilitate a change of attitude, perception and behaviour with regards to adopting policies, achieving goals and executing tasks. It is a broad term to indicate existing and emerging paradigms such as Gamification, Persuasive Technology, Serious Games and Entertainment Computing. Our previous research indicated risks when applying Digital Motivation. One of these main risks is the impact it can have on the interpersonal relationships between colleagues and their individual and collective performance. It may lead to a feeling of unfairness and trigger negative group processes (such as social loafing and unofficial clustering) and adverse work ethics. In this paper, we propose a set of strategies to minimize such risks and then consolidate these strategies through an empirical study involving managers, practitioners and users. The strategies are then analysed for their goal, stage and purpose of use to add further guidance. The strategies and their classification are meant to inform developers and management on how to design, set-up and introduce Digital Motivation to a business environment, maximise its efficiency and minimize its side-effects on teamwork.
KW - computer games
KW - gamification
KW - interpersonal relations
KW - students
UR - https://hdl.handle.net/1959.7/uws:53597
U2 - 10.1007/978-3-319-55134-0_21
DO - 10.1007/978-3-319-55134-0_21
M3 - Conference Paper
SN - 9783319551333
SP - 267
EP - 278
BT - Persuasive Technology: 12th International Conference, PERSUASIVE 2017, Amsterdam, The Netherlands, April 4-6, 2017, Proceedings
PB - Springer
T2 - International Conference on Persuasive Technology for Human Well-Being
Y2 - 4 April 2017
ER -