Innovative and dynamic project management: a gamification approach
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Revista Gestão e Projetos (GeP) |
DOI: | 10.5585/gep.v10i2.11008 |
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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Revista Gestão e Projetos (GeP) |
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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 Innovative and dynamic project management: a gamification approach Ribeiro, Waldelino Duarte Project Management. Innovation. Gamification. Engagement. Motivation Gestão de Projetos. Inovação. Gamificação. Engajamento. Motivação. 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 Innovative and dynamic project management: a gamification approach |
title_full_unstemmed |
Innovative and dynamic project management: a gamification approach 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 Ribeiro, Waldelino Duarte Montenegro, Luana Fernandes dos Santos Neto, Manoel Veras de Sousa 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 info:eu-repo/semantics/publishedVersion |
format |
article |
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 |
_version_ |
1822178924218548224 |
dc.identifier.doi.none.fl_str_mv |
10.5585/gep.v10i2.11008 |