当前位置: X-MOL 学术Eur. J. Inf. Syst. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Gamifying knowledge sharing in humanitarian organisations: a design science journey
European Journal of Information Systems ( IF 9.5 ) Pub Date : 2020-02-02 , DOI: 10.1080/0960085x.2020.1718009
Adrian Holzer 1 , Bruno Kocher 1 , Samuel Bendahan 2 , Isabelle Vonèche Cardia 3 , Jorge Mazuze 4 , Denis Gillet 3
Affiliation  

ABSTRACT Humanitarian organisations provide invaluable work to improve the lives of individuals impacted by natural and anthropogenic hazards. While humanitarian organisations are highly knowledge intensive, they often fail to manage knowledge effectively. Providing adequate incentives to foster knowledge sharing on a knowledge management system is a challenge for many organisations. It is especially important in the humanitarian context where organisational efficiency leads to saving more lives. We argue that gamification (i.e., the integration of game-like features, such as points or badges in non-game systems) is a viable solution to address the lack of knowledge sharing often encountered. To do so, we embark on a design science journey with Doctors Without Borders to investigate how gamification within (e.g., using a personal profile) and outside (e.g., using a connected ambient object) a knowledge management system can improve knowledge sharing. Our findings demonstrate that well-designed gamification can increase engagement and knowledge sharing, in particular for altruistic individuals.

中文翻译:

人道主义组织中的游戏化知识共享:设计科学之旅

摘要 人道主义组织为改善受自然和人为灾害影响的个人的生活提供了宝贵的工作。虽然人道主义组织是高度知识密集型的,但他们往往无法有效地管理知识。提供足够的激励来促进知识管理系统上的知识共享是许多组织面临的挑战。在人道主义背景下,组织效率可以挽救更多生命,这一点尤为重要。我们认为游戏化(即在非游戏系统中集成类似游戏的功能,例如积分或徽章)是解决经常遇到的知识共享缺乏问题的可行解决方案。为此,我们与无国界医生组织一起开始了设计科学之旅,以研究游戏化如何在内部(例如,使用个人资料)和外部(例如,使用连接的环境对象)知识管理系统可以改进知识共享。我们的研究结果表明,精心设计的游戏化可以增加参与度和知识共享,特别是对于利他主义的个人。
更新日期:2020-02-02
down
wechat
bug