Gamification: proposal of a game creation model for the corporate environment

Detalhes bibliográficos
Autor(a) principal: Minozzi, Amanda
Data de Publicação: 2023
Outros Autores: Salume, Paula Karina, Irigoyen, Analia
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista ENIAC pesquisa
Texto Completo: https://ojs.eniac.com.br/index.php/EniacPesquisa/article/view/866
Resumo: Gamification is a trend in companies, the application of games in the corporate context facilitates companies to achieve their goals faster and better. This study aims to propose an introduction model for the application of gamification in the corporate environment. This study intends to contribute to a model for the application of gamification in the corporate environment. The model presents how game elements should be used in each situation and also, the reasons for each use, in the context of corporate environment. It was chosen to use the qualitative method, relating the knowledge acquired in the development of the theoretical framework regarding the use of gamification in corporate environment, and tools and game elements used in gamification, in the proposition of the gamification model. As result, a model for the application of gamification in corporate environment is presented, which contains the application of the concept of gamification, its elements and tools; in addition to the application structure divided into phases and with problem solving complexity scale. The article aimed at the theoretical contribution to the theme gamification and its application in organizations, and is based on qualitative research applying the concepts, elements and tools of gamification in a proposal for a gamification application model in corporate environment. The research carried out contributes to the understanding of the application of gamification in the corporate environment through a model that makes its initial application simpler and more assertive. The research results can provoke reflections and actions of managers in organizations.
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spelling Gamification: proposal of a game creation model for the corporate environmentGamificação: proposição de um modelo de criação de jogo para o ambiente corporativoGamificationApplication ModelCorporate EnvironmentGamificaçãoModelo de AplicaçãoAmbiente CorporativoGamification is a trend in companies, the application of games in the corporate context facilitates companies to achieve their goals faster and better. This study aims to propose an introduction model for the application of gamification in the corporate environment. This study intends to contribute to a model for the application of gamification in the corporate environment. The model presents how game elements should be used in each situation and also, the reasons for each use, in the context of corporate environment. It was chosen to use the qualitative method, relating the knowledge acquired in the development of the theoretical framework regarding the use of gamification in corporate environment, and tools and game elements used in gamification, in the proposition of the gamification model. As result, a model for the application of gamification in corporate environment is presented, which contains the application of the concept of gamification, its elements and tools; in addition to the application structure divided into phases and with problem solving complexity scale. The article aimed at the theoretical contribution to the theme gamification and its application in organizations, and is based on qualitative research applying the concepts, elements and tools of gamification in a proposal for a gamification application model in corporate environment. The research carried out contributes to the understanding of the application of gamification in the corporate environment through a model that makes its initial application simpler and more assertive. The research results can provoke reflections and actions of managers in organizations.A gamificação é uma tendência nas empresas, a aplicação de jogos no contexto corporativo facilita empresas a atingirem suas metas mais rápido e melhor. O presente estudo tem como objetivo propor um modelo de introdução à aplicação da gamificação no ambiente corporativo. Este estudo pretende contribuir acerca de um modelo para aplicação da gamificação no ambiente corporativo. Mais especificamente, o modelo apresenta como elementos de jogos devem ser utilizados em cada situação e também os motivos de cada utilização, no contexto do ambiente corporativo. Optou-se por utilizar o método qualitativo, relacionando o conhecimento adquirido na elaboração do referencial teórico no que diz respeito à utilização da gamificação no ambiente corporativo, e ferramentas e elementos de jogos utilizados na gamificação na proposição do modelo de gamificação. Como resultado, apresenta-se um modelo de aplicação de gamificação no ambiente corporativo, o qual contém a aplicação da conceituação de gamificação, seus elementos e ferramentas; além da estrutura de aplicação dividida em fases e com escala de complexidade de solução de problemas. O artigo visou a contribuição teórica para o tema gamificação e sua aplicação em organizações, e fundamenta-se em pesquisa qualitativa aplicando os conceitos, elementos e ferramentas da gamificação em uma proposta de modelo de aplicação da gamificação no ambiente corporativo. A pesquisa realizada contribui para a compreensão acerca da aplicação da gamificação no ambiente corporativo por meio de um modelo que torne sua aplicação inicial mais simples e assertiva. Os resultados da pesquisa podem provocar reflexões e ações de gestores em organizações.Centro Universitário ENIAC2023-04-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://ojs.eniac.com.br/index.php/EniacPesquisa/article/view/86610.22567/rep.v12i1.866Revista Eniac Pesquisa; Vol. 12 No. 1 (2023); 90-116REVISTA ENIAC PESQUISA; Vol. 12 Núm. 1 (2023); 90-116REVISTA ENIAC PESQUISA; v. 12 n. 1 (2023); 90-1162316-234110.22567/rep.v12i1reponame:Revista ENIAC pesquisainstname:Centro Universitário Eniacinstacron:ENIACporhttps://ojs.eniac.com.br/index.php/EniacPesquisa/article/view/866/906Copyright (c) 2023 REVISTA ENIAC PESQUISAhttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessMinozzi, AmandaSalume, Paula KarinaIrigoyen, Analia2024-07-09T18:48:00Zoai:ojs.pkp.sfu.ca:article/866Revistahttps://ojs.eniac.com.br/index.php/EniacPesquisaPRIhttp://ojs.eniac.com.br/index.php/EniacPesquisa/oai||revistaeniacpesquisa@fernandoasantos.com.br2316-23412316-2341opendoar:2024-07-09T18:48Revista ENIAC pesquisa - Centro Universitário Eniacfalse
dc.title.none.fl_str_mv Gamification: proposal of a game creation model for the corporate environment
Gamificação: proposição de um modelo de criação de jogo para o ambiente corporativo
title Gamification: proposal of a game creation model for the corporate environment
spellingShingle Gamification: proposal of a game creation model for the corporate environment
Minozzi, Amanda
Gamification
Application Model
Corporate Environment
Gamificação
Modelo de Aplicação
Ambiente Corporativo
title_short Gamification: proposal of a game creation model for the corporate environment
title_full Gamification: proposal of a game creation model for the corporate environment
title_fullStr Gamification: proposal of a game creation model for the corporate environment
title_full_unstemmed Gamification: proposal of a game creation model for the corporate environment
title_sort Gamification: proposal of a game creation model for the corporate environment
author Minozzi, Amanda
author_facet Minozzi, Amanda
Salume, Paula Karina
Irigoyen, Analia
author_role author
author2 Salume, Paula Karina
Irigoyen, Analia
author2_role author
author
dc.contributor.author.fl_str_mv Minozzi, Amanda
Salume, Paula Karina
Irigoyen, Analia
dc.subject.por.fl_str_mv Gamification
Application Model
Corporate Environment
Gamificação
Modelo de Aplicação
Ambiente Corporativo
topic Gamification
Application Model
Corporate Environment
Gamificação
Modelo de Aplicação
Ambiente Corporativo
description Gamification is a trend in companies, the application of games in the corporate context facilitates companies to achieve their goals faster and better. This study aims to propose an introduction model for the application of gamification in the corporate environment. This study intends to contribute to a model for the application of gamification in the corporate environment. The model presents how game elements should be used in each situation and also, the reasons for each use, in the context of corporate environment. It was chosen to use the qualitative method, relating the knowledge acquired in the development of the theoretical framework regarding the use of gamification in corporate environment, and tools and game elements used in gamification, in the proposition of the gamification model. As result, a model for the application of gamification in corporate environment is presented, which contains the application of the concept of gamification, its elements and tools; in addition to the application structure divided into phases and with problem solving complexity scale. The article aimed at the theoretical contribution to the theme gamification and its application in organizations, and is based on qualitative research applying the concepts, elements and tools of gamification in a proposal for a gamification application model in corporate environment. The research carried out contributes to the understanding of the application of gamification in the corporate environment through a model that makes its initial application simpler and more assertive. The research results can provoke reflections and actions of managers in organizations.
publishDate 2023
dc.date.none.fl_str_mv 2023-04-01
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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url https://ojs.eniac.com.br/index.php/EniacPesquisa/article/view/866
identifier_str_mv 10.22567/rep.v12i1.866
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://ojs.eniac.com.br/index.php/EniacPesquisa/article/view/866/906
dc.rights.driver.fl_str_mv Copyright (c) 2023 REVISTA ENIAC PESQUISA
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2023 REVISTA ENIAC PESQUISA
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Centro Universitário ENIAC
publisher.none.fl_str_mv Centro Universitário ENIAC
dc.source.none.fl_str_mv Revista Eniac Pesquisa; Vol. 12 No. 1 (2023); 90-116
REVISTA ENIAC PESQUISA; Vol. 12 Núm. 1 (2023); 90-116
REVISTA ENIAC PESQUISA; v. 12 n. 1 (2023); 90-116
2316-2341
10.22567/rep.v12i1
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