Innovative and dynamic project management: a gamification approach

Detalhes bibliográficos
Autor(a) principal: Ribeiro, Waldelino Duarte
Data de Publicação: 2019
Outros Autores: Montenegro, Luana Fernandes dos Santos, Neto, Manoel Veras de Sousa
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista Gestão e Projetos (GeP)
Texto Completo: https://periodicos.uninove.br/gep/article/view/11008
Resumo: The aim of the research is to analyze the use of gamification for the motivational engagement of teams and stakeholders, they are fundamental in project management. The research also aims to broaden the knowledge for a possible use of the tool in a way that is adequate to meet the management needs of the project. A bibliographic, descriptive and qualitative review was carried out. The concepts involved in the process of using gamification in the context of project management were analyzed. It was considered the use of intrinsic and extrinsic dimensions defended in the theory of self-determination. In addition to the use of a questionnaire, on-line, in search of better results adhering to the strategy to reach the goals and purposes in the organizational projects. The results were that the use of an innovative and dynamic technology such as gamification contributes to the success of the project. Through activities aimed at achieving goals and objectives defined and aligned with the strategy, it is possible to monitor the indicators in real time in the execution and monitoring phase of the project. The research also shows that the use of gamification can lead to improved communication and interaction among participants as well as allowing the use of extrinsic and intrinsic motivation through bonus strategies. This makes people achieve their own goals and consequently those of organizations. Such attitudes raise project success indicators with the purpose of eliminating waste and creating value for the business overcoming personal and cultural limitations of its collaborators.
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spelling Innovative and dynamic project management: a gamification approachGestão inovadora e dinâmica de projetos: uma abordagem sobre gamificaçãoProject Management. Innovation. Gamification. Engagement. MotivationGestão de Projetos. Inovação. Gamificação. Engajamento. Motivação.The aim of the research is to analyze the use of gamification for the motivational engagement of teams and stakeholders, they are fundamental in project management. The research also aims to broaden the knowledge for a possible use of the tool in a way that is adequate to meet the management needs of the project. A bibliographic, descriptive and qualitative review was carried out. The concepts involved in the process of using gamification in the context of project management were analyzed. It was considered the use of intrinsic and extrinsic dimensions defended in the theory of self-determination. In addition to the use of a questionnaire, on-line, in search of better results adhering to the strategy to reach the goals and purposes in the organizational projects. The results were that the use of an innovative and dynamic technology such as gamification contributes to the success of the project. Through activities aimed at achieving goals and objectives defined and aligned with the strategy, it is possible to monitor the indicators in real time in the execution and monitoring phase of the project. The research also shows that the use of gamification can lead to improved communication and interaction among participants as well as allowing the use of extrinsic and intrinsic motivation through bonus strategies. This makes people achieve their own goals and consequently those of organizations. Such attitudes raise project success indicators with the purpose of eliminating waste and creating value for the business overcoming personal and cultural limitations of its collaborators.O objetivo da pesquisa é analisar o uso da gamificação para o engajamento motivacional das equipes e partes interessadas fundamentais na gestão de projetos. A pesquisa também tem o propósito de ampliar o conhecimento para um possível uso da ferramenta de forma adequada a atender as necessidades gerenciais do projeto. Fez-se uma revisão bibliográfica, descritiva e qualitativa, onde foram analisados os conceitos envolvidos no processo de uso da gamificação no contexto de gerenciamento de projetos. Foi considerado o uso das dimensões intrínsecas e extrínsecas, defendidas na teoria da autodeterminação. Além do uso de um questionário, on-line, em busca de melhores resultados, aderentes a estratégia para o alcance das metas e propósitos nos projetos organizacionais. Os resultados encontrados foram que o uso de uma tecnologia inovadora e dinâmica como a gamificação, contribui para o sucesso do projeto. Através de atividades com o intuito de alcançar metas e objetivos definidos e alinhados com a estratégia, é possível acompanhar os indicadores, em tempo real, na fase de execução e monitoramento do projeto. A pesquisa, também mostra, que o uso da gamificação pode acarretar em uma melhoria da comunicação e a interação entre os participantes, além de permitir uso da motivação extrínseca e intrínseca, através de estratégias de bonificações. Isto faz com que as pessoas consigam seus próprios objetivos e, por consequência, os das organizações. Tais atitudes elevam os indicadores de sucesso dos projetos com o propósito de eliminar desperdícios e criar valor para o negócio, superando limitações pessoais e culturais dos seus colaboradores. Universidade Nove de Julho (Uninove)Ribeiro, Waldelino DuarteMontenegro, Luana Fernandes dos SantosNeto, Manoel Veras de Sousa2019-08-28info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.uninove.br/gep/article/view/1100810.5585/gep.v10i2.11008Revista de Gestão e Projetos; v. 10, n. 2 (2019): maio-agosto2236-0972reponame:Revista Gestão e Projetos (GeP)instname:Universidade Nove de Julho (UNINOVE)instacron:UNINOVEporhttps://periodicos.uninove.br/gep/article/view/11008/7099Direitos autorais 2019 Revista de Gestão e Projetoshttps://creativecommons.org/licenses/by-nc-sa/4.0info:eu-repo/semantics/openAccess2019-09-12T13:40:59Zoai:https://periodicos.uninove.br:article/11008Revistahttps://periodicos.uninove.br/gepPRIhttps://periodicos.uninove.br/gep/oaigep@uninove.br || editor@revistagep.org || crismonteiro@uninove.br2236-09722236-0972opendoar:2019-09-12T13:40:59Revista Gestão e Projetos (GeP) - Universidade Nove de Julho (UNINOVE)false
dc.title.none.fl_str_mv Innovative and dynamic project management: a gamification approach
Gestão inovadora e dinâmica de projetos: uma abordagem sobre gamificação
title Innovative and dynamic project management: a gamification approach
spellingShingle Innovative and dynamic project management: a gamification approach
Ribeiro, Waldelino Duarte
Project Management. Innovation. Gamification. Engagement. Motivation
Gestão de Projetos. Inovação. Gamificação. Engajamento. Motivação.
title_short Innovative and dynamic project management: a gamification approach
title_full Innovative and dynamic project management: a gamification approach
title_fullStr Innovative and dynamic project management: a gamification approach
title_full_unstemmed Innovative and dynamic project management: a gamification approach
title_sort Innovative and dynamic project management: a gamification approach
author Ribeiro, Waldelino Duarte
author_facet Ribeiro, Waldelino Duarte
Montenegro, Luana Fernandes dos Santos
Neto, Manoel Veras de Sousa
author_role author
author2 Montenegro, Luana Fernandes dos Santos
Neto, Manoel Veras de Sousa
author2_role author
author
dc.contributor.none.fl_str_mv

dc.contributor.author.fl_str_mv Ribeiro, Waldelino Duarte
Montenegro, Luana Fernandes dos Santos
Neto, Manoel Veras de Sousa
dc.subject.por.fl_str_mv Project Management. Innovation. Gamification. Engagement. Motivation
Gestão de Projetos. Inovação. Gamificação. Engajamento. Motivação.
topic Project Management. Innovation. Gamification. Engagement. Motivation
Gestão de Projetos. Inovação. Gamificação. Engajamento. Motivação.
description The aim of the research is to analyze the use of gamification for the motivational engagement of teams and stakeholders, they are fundamental in project management. The research also aims to broaden the knowledge for a possible use of the tool in a way that is adequate to meet the management needs of the project. A bibliographic, descriptive and qualitative review was carried out. The concepts involved in the process of using gamification in the context of project management were analyzed. It was considered the use of intrinsic and extrinsic dimensions defended in the theory of self-determination. In addition to the use of a questionnaire, on-line, in search of better results adhering to the strategy to reach the goals and purposes in the organizational projects. The results were that the use of an innovative and dynamic technology such as gamification contributes to the success of the project. Through activities aimed at achieving goals and objectives defined and aligned with the strategy, it is possible to monitor the indicators in real time in the execution and monitoring phase of the project. The research also shows that the use of gamification can lead to improved communication and interaction among participants as well as allowing the use of extrinsic and intrinsic motivation through bonus strategies. This makes people achieve their own goals and consequently those of organizations. Such attitudes raise project success indicators with the purpose of eliminating waste and creating value for the business overcoming personal and cultural limitations of its collaborators.
publishDate 2019
dc.date.none.fl_str_mv 2019-08-28
dc.type.none.fl_str_mv

dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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status_str publishedVersion
dc.identifier.uri.fl_str_mv https://periodicos.uninove.br/gep/article/view/11008
10.5585/gep.v10i2.11008
url https://periodicos.uninove.br/gep/article/view/11008
identifier_str_mv 10.5585/gep.v10i2.11008
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://periodicos.uninove.br/gep/article/view/11008/7099
dc.rights.driver.fl_str_mv Direitos autorais 2019 Revista de Gestão e Projetos
https://creativecommons.org/licenses/by-nc-sa/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Direitos autorais 2019 Revista de Gestão e Projetos
https://creativecommons.org/licenses/by-nc-sa/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Nove de Julho (Uninove)
publisher.none.fl_str_mv Universidade Nove de Julho (Uninove)
dc.source.none.fl_str_mv Revista de Gestão e Projetos; v. 10, n. 2 (2019): maio-agosto
2236-0972
reponame:Revista Gestão e Projetos (GeP)
instname:Universidade Nove de Julho (UNINOVE)
instacron:UNINOVE
instname_str Universidade Nove de Julho (UNINOVE)
instacron_str UNINOVE
institution UNINOVE
reponame_str Revista Gestão e Projetos (GeP)
collection Revista Gestão e Projetos (GeP)
repository.name.fl_str_mv Revista Gestão e Projetos (GeP) - Universidade Nove de Julho (UNINOVE)
repository.mail.fl_str_mv gep@uninove.br || editor@revistagep.org || crismonteiro@uninove.br
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