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Serious fun - effects of gamification on knowledge exchange in enterprises

dc.contributor.authorWiegand, Thomas
dc.contributor.authorStieglitz, Stefan
dc.contributor.editorPlödereder, E.
dc.contributor.editorGrunske, L.
dc.contributor.editorSchneider, E.
dc.contributor.editorUll, D.
dc.date.accessioned2017-07-26T11:00:31Z
dc.date.available2017-07-26T11:00:31Z
dc.date.issued2014
dc.description.abstractIn recent years, gamification has become one of the major trends in information systems. However, until now the kinds of gamification approaches which exist and how they could be applied in the context of knowledge exchange in enterprises has been under-researched. By briefly summarising the current status of research in the fields of social capital, knowledge management and motivational theory we present a potential Ômissing linkÕ: Gamification. Based on this, we sug-en
dc.identifier.isbn978-3-88579-626-8
dc.identifier.pissn1617-5468
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofInformatik 2014
dc.relation.ispartofseriesLecture Notes in Informatics (LNI) - Proceedings, Volume P-232
dc.titleSerious fun - effects of gamification on knowledge exchange in enterprisesen
dc.typeText/Conference Paper
gi.citation.endPage332
gi.citation.publisherPlaceBonn
gi.citation.startPage321
gi.conference.date22.-26. September 2014
gi.conference.locationStuttgart

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