scholarly journals The Gamification of Work: Lessons From Crowdsourcing

2018 ◽  
Vol 28 (2) ◽  
pp. 145-148 ◽  
Author(s):  
Benedikt Morschheuser ◽  
Juho Hamari

The nature of work and management are in flux; work is increasingly distributed, sporadic, community-driven, and motivated by constant self-development. Developments such as sharing economies, crowdfunding, and crowdsourcing have emerged as new forms of organizing work and economic coordination. At the same time, increased gaming and gamification of our lives have arrived to address this newly found yearning for intrinsically motivated work. Thus, work is increasingly consciously and unconsciously gamified. Crowdsourcing is a frontrunner management domain in employing gamification to positively affect motivation and performance of workers. However, to be able to harness the full potential of gamification, a union of knowledge of interwoven areas of game design, motivational psychology and management is needed. Therefore, in this article, based on the accumulated body of research on gamification in crowdsourcing, we discuss the emerging opportunities and challenges of using gamification in management.

Author(s):  
Jannicke M. Baalsrud Hauge ◽  
Ioana Andreea Stănescu ◽  
Maira B. Carvalho ◽  
Antoniu Stefan ◽  
Marian Banica ◽  
...  

Rapid technological changes have a large influence in the field of engineering systems. However, just being fast is not sufficient; additionally, the system has to be user-friendly, flexible and cost effective. Serious Games (SG), as fast-paced, immersive, interactive media, have not only become popular in various learning and training environments, including engineering, but there are also several examples on how game-based mechanisms can be used to enhance User Experience (UX) and performance. So far, gamification of Mechanical Engineering Systems (MES) have not reached their full potential, due to the fact that gamification efforts are costly, time consuming to develop, and require the constant involvement of MES developers even for small changes. Furthermore, its adaption to MES requires specific knowledge in game design and development. Thus, as demand for user friendlier, intuitive interfaces increases, there is also a need for support tools that enable access to design and development of gamification mechanisms for non-SG professionals. In this context, the authors discuss the creation of a library of User Interface (UI) automation tools that enables gamification and through which tutors can create interactive learning scenarios to guide users through the functionalities of engineering systems. Such tools have the potential to support knowledge processes, respectively knowledge experiencing, conceptualizing, analyzing and applying, in engineering environments.


Author(s):  
Hao Ji ◽  
Yan Jin

Abstract Self-organizing systems (SOS) are developed to perform complex tasks in unforeseen situations with adaptability. Predefining rules for self-organizing agents can be challenging, especially in tasks with high complexity and changing environments. Our previous work has introduced a multiagent reinforcement learning (RL) model as a design approach to solving the rule generation problem of SOS. A deep multiagent RL algorithm was devised to train agents to acquire the task and self-organizing knowledge. However, the simulation was based on one specific task environment. Sensitivity of SOS to reward functions and systematic evaluation of SOS designed with multiagent RL remain an issue. In this paper, we introduced a rotation reward function to regulate agent behaviors during training and tested different weights of such reward on SOS performance in two case studies: box-pushing and T-shape assembly. Additionally, we proposed three metrics to evaluate the SOS: learning stability, quality of learned knowledge, and scalability. Results show that depending on the type of tasks; designers may choose appropriate weights of rotation reward to obtain the full potential of agents’ learning capability. Good learning stability and quality of knowledge can be achieved with an optimal range of team sizes. Scaling up to larger team sizes has better performance than scaling downwards.


Author(s):  
Joan J. Erickson

Research evidence of the last two decades indicates positive effects of game-based learning on students' attitude and performance in math education. Game-based Internet math sites are geared to help students stay motivated and master grade-appropriate math concepts. This review presents One) a literature review on game-based learning via instructional design and game design considerations, Two) a tabulated review of 30 Internet math games from a math educator's first-hand experience in playing and critiquing in reference to Grades 6th - 8th players' motivation and cognition. Its educational implications include helping educators (a) select Internet math games with a heightened awareness of Internet games' motivational factors and concept-building potential during gameplay and (b) incorporate game-based technology to foster meaningful immersion when students explore mathematical concepts.


2020 ◽  
Vol 9 (2) ◽  
pp. 215-234 ◽  
Author(s):  
Muhammad Amir Rashid ◽  
Masood Nawaz Kalyar ◽  
Imran Shafique

PurposeThis research aims to investigate the contingent effect of entrepreneurial orientation (EO) and strategic decision responsiveness (SDR) on the link of market orientation (MO) and performance of women-owned small and medium-sized enterprises (WSMEs).Design/methodology/approachData were collected from 909 WSMEs of Punjab province Pakistan through survey questionnaire. Hierarchical regression is employed to perform the analysis.FindingsResults reveal that although higher-level dimensions of MO directly affect the WSMEs performance, however this linkage becomes stronger under SDR and higher-level dimensions of EO.Practical implicationsManagers should emphasis on the demonstration of EO's dimensions and SDR to utilize the full potential of MO to promote WSMEs performance.Originality/valueTo study the contingent effect of SDR and EO's dimensions in the MO–WSMEs performance nexus is the novelty of this study.


Beverages ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 11 ◽  
Author(s):  
Hollie Speer ◽  
Nathan M. D’Cunha ◽  
Michael J. Davies ◽  
Andrew J. McKune ◽  
Nenad Naumovski

Nutritional and ergogenic aid supplementation is prevalent within athletic or general fitness populations, and is only continuing to gain momentum. Taken in isolation or as a combination, amino acid (AA) supplementation has the potential to increase endurance performance among other benefits. L-Arginine (L-Arg) and L-Citrulline (L-Cit) are two AAs proposed to increase endothelial nitric oxide (NO) synthesis, with potential additional physiological benefits, and therefore may contribute to enhanced performance outcomes such as increased power output, or time to exhaustion. However, the appropriate dose for promoting physiological and performance benefits of these AAs, and their potential synergistic effects remains to be determined. Therefore, the aim of this review was to evaluate the varied concentrations used in the current literature, assess the effects of L-Arg and L-Cit in combination on physiological responses and endurance performance, and consider if there is a fundamental basis for providing these supplements in the form of a beverage. A total of six studies were considered eligible for the review which utilized a range of 3–8 g of the AA constituents. The findings support the notion that supplementing with a combination of L-Arg and L-Cit may increase NO production, enhance vasodilation, and therefore increase performance capacity in athletes. A beverage as a carrier for the two AAs is worth considering; however, there remains limited research assessing these outcomes across a consistent range of concentrations in order to see their full potential.


2014 ◽  
Vol 22 (4) ◽  
pp. 259-260 ◽  
Author(s):  
Siegfried Benkner ◽  
Franz Franchetti ◽  
Hans Michael Gerndt ◽  
Jeffrey K. Hollingsworth

High Performance Computing architectures have become incredibly complex and exploiting their full potential is becoming more and more challenging. As a consequence, automatic performance tuning (autotuning) of HPC applications is of growing interest and many research groups around the world are currently involved. Autotuning is still a rapidly evolving research field with many different approaches being taken. This special issue features selected papers presented at the Dagstuhl seminar on “Automatic Application Tuning for HPC Architectures” in October 2013, which brought together researchers from the areas of autotuning and performance analysis in order to exchange ideas and steer future collaborations.


2017 ◽  
Vol 12 (12) ◽  
pp. 29
Author(s):  
Bruna Bruno ◽  
Marisa Faggini ◽  
Anna Parziale

This review aims to extend the application of economic knowledge to evidence supplied by other research areas on the relationships between incentives, motivation and performance. Six areas of investigation have been selected based on their potential contribution in addressing three issues relevant to economics. The first issue concerns the distinction between intrinsic and prosocial motivation; the second is the relationship between motivation and performance; the third relates to the existence of perverse effects of incentives on motivation, which can take the form of undermining or crowding-out effects. The results are discussed in terms of their implications for economic theory, showing that different mechanisms are at work under intrinsic or prosocial motivation, implying the need for different instruments to promote behaviors and associated performance. In terms of crowding-out effects, there is little evidence to support a perverse effect when incentives are offered before or during performance, whereas the psychological literature provides consolidated validation for the undermining effect. Economics can gain insights from other disciplines by employing their investigative tools and theoretical developments. A feature of particular interest for economics is gamification, that is, the use of game design elements (design of video games and similar games) in non-game contexts.


2021 ◽  
Vol 84 (4) ◽  
pp. 76-82
Author(s):  
Yu.I. Mazina ◽  
◽  
E.N. Koposova ◽  
V.D. Matveev ◽  
N.I. Matveeva ◽  
...  

Main problem: The functional state at the physiological, psychological and behavioral levels depends on the student's working posture and affects the fatigue and performance of schoolchildren. Each new development of school furniture will undergo several test cycles. None of these cycles can give a final version of the comfort and safety of the equipment. The evaluation of school furniture takes place in several directions: compliance with building regulations and standards in accordance with age and other physiological parameters, secondly, the quality, durability and strength of modern materials, as well as the design of the form of which will provide aesthetic needs and provide a number of functions that contribute to the development and correction of children during classes in various disciplines.That is why the main context of this article is the work on identifying an increase in the period of productive working capacity in children engaged in a new model of a school desk that meets the basic ergonomic requirements. Purpose: The purpose of this article is a hygienic assessment of the impact of the ergonomic parameters of the workplace, namely furniture, on the physiological, psychological and behavioral levels of the functional state of schoolchildren and the state of the musculoskeletal system. Methods:To achieve the scientific results of this study, the methods of information and analytical, professional graphic, ergonomic methods, modeling method, questionnaire and experiment were used. Results and their significance: In the process of analyzing the information, the material of scientific research was studied and classified, which substantiates the methods of analyzing the functional feasibility, environmental safety and constitutional justification of school furniture created on the basis of innovative technologies including special technical achievements that contribute to the improvement of students' performance, interest, passion and self-development. The author's classes and tables are proposed in which the data of questionnaires and typologies of various principles of artistic design are presented, contributing to the creation of unique and at the same time ergonomic and ecological and safe furniture for schools.


Sign in / Sign up

Export Citation Format

Share Document