Strategies and design principles to minimize negative side-effects of digital motivation on teamwork

Abdullah Algashami, Alimohammad Shahri, John McAlaney, Jacqui Taylor, Keith Phalp, Raian Ali

Research output: Chapter in Book / Conference PaperConference Paperpeer-review

13 Citations (Scopus)

Abstract

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.
Original languageEnglish
Title of host publicationPersuasive Technology: 12th International Conference, PERSUASIVE 2017, Amsterdam, The Netherlands, April 4-6, 2017, Proceedings
PublisherSpringer
Pages267-278
Number of pages12
ISBN (Print)9783319551333
DOIs
Publication statusPublished - 2017
EventInternational Conference on Persuasive Technology for Human Well-Being -
Duration: 4 Apr 2017 → …

Publication series

Name
ISSN (Print)0302-9743

Conference

ConferenceInternational Conference on Persuasive Technology for Human Well-Being
Period4/04/17 → …

Keywords

  • computer games
  • gamification
  • interpersonal relations
  • students

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