The objective of this paper is to present a prototype design of a project management application which has been designed to leverage the power of gamification. The specific set of gamified features contained within the prototype follow the model set forth in previous work which attempted to aid gamification designers in the selection and implementation of the most effective mechanics for whatever the intended purpose. This was done by mapping a number of gamification mechanics to existing effects in behavioral economics, which allows designers an unconventional insight into the behavioral reasons as to why various methods of gamification affect a user-base. It should also be noted that unlike some gamification implementations which can, at times, be seen in a negative light by being excessively gamelike, the focus here is on bringing gamification into the business setting in a serious and professional manner in order to ease adoption among all users.
CITATION STYLE
Butler, C. (2015). Reimagining project management applications via gamification. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9191, pp. 437–445). Springer Verlag. https://doi.org/10.1007/978-3-319-20895-4_40
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