Papers included in the “engage people” category
| Author | Year | Research design | Empirical context in paper | Project management aspect | Gamification elements |
|---|---|---|---|---|---|
| Simon | 2006 | Fieldwork incl. observations and interviews | 66 weeks fieldwork: 35+ interviews, project managers, developers, programmers, customers, etc. | No specific aspect | Used co-opetition, rule-setting and scores/rewards to manage their projects |
| Goulding et al | 2007 | survey + action research | Primary school children | user involvement | role-play |
| Broberg | 2010 | Experiment | game tested in three cases, one test described in paper | No specific aspect | game board with layout |
| Kautz | 2011 | exploratory study | interviews with project manager and development team at water works company | user involvement in design processes | planning games, user stories and story cards |
| Ghanbari et al | 2015 | experiment | students in computer lab | learning decision-making and planning | social interaction, flow, stories, buying, bidding |
| Hannula and Irrmann | 2016 | experiment | students and industry people | requirement elicitation, user participation | rules, flow, role-play |
| Leite et al | 2016 | design and testing of game prototype | real estate projects | structure dialogue between stakeholders, enhance collaboration | point system, badge, leaderboard, feedback loops |
| van Amstel and Garde | 2016 | testing of conceptual model | three different games tested on three different cases | communication, information transparency, enhance worker engagement | role-play, board game |
| Alexandrova and Rapanotti | 2020 | design and testing of game prototype | 1 public authority | N/A | rules, roles, flow |
| Tang and Prestopnik | 2019 | Comparison of two citizen engagement approaches | 41 undergraduate students | requirement elicitation, user participation | reward system, game aesthetics, victory conditions, goals, obstacles |
| Shreeve et al | 2020 | experiment in which investment game is tested to evaluate risk in cybersecurity, playing results evaluated | 208 teams/948 players played the decisions and disruption game | involvement of citizens (citizen science) | game to test investment decisions among stakeholders |
| Patricio et al | 2020 | case study to explore relationship between co-creation and gamification | followed one case where a specific game ideaChef© was used in different ways | difference in investment strategy among different stakeholders | rules, narratives, questions, feedback, rewards, points, progression, quests |
| Golrang and Safari | 2021 | experiment to test if a gamified crowdfunding platform improves fundraising. Purpose to present and test the model | questionnaire filled out by 60 experts. Statistical testing performed on material (hypothesis testing) | improve collaboration with stakeholders | points, levels, badges, leaderboards, progress bar, onboarding, avatar |
| Author | Year | Research design | Empirical context in paper | Project management aspect | Gamification elements |
|---|---|---|---|---|---|
| Simon | 2006 | Fieldwork incl. observations and interviews | 66 weeks fieldwork: 35+ interviews, project managers, developers, programmers, customers, etc. | No specific aspect | Used co-opetition, rule-setting and scores/rewards to manage their projects |
| Goulding | 2007 | survey + action research | Primary school children | user involvement | role-play |
| Broberg | 2010 | Experiment | game tested in three cases, one test described in paper | No specific aspect | game board with layout |
| Kautz | 2011 | exploratory study | interviews with project manager and development team at water works company | user involvement in design processes | planning games, user stories and story cards |
| Ghanbari | 2015 | experiment | students in computer lab | learning decision-making and planning | social interaction, flow, stories, buying, bidding |
| Hannula and Irrmann | 2016 | experiment | students and industry people | requirement elicitation, user participation | rules, flow, role-play |
| Leite | 2016 | design and testing of game prototype | real estate projects | structure dialogue between stakeholders, enhance collaboration | point system, badge, leaderboard, feedback loops |
| van Amstel and Garde | 2016 | testing of conceptual model | three different games tested on three different cases | communication, information transparency, enhance worker engagement | role-play, board game |
| Alexandrova and Rapanotti | 2020 | design and testing of game prototype | 1 public authority | N/A | rules, roles, flow |
| Tang and Prestopnik | 2019 | Comparison of two citizen engagement approaches | 41 undergraduate students | requirement elicitation, user participation | reward system, game aesthetics, victory conditions, goals, obstacles |
| Shreeve | 2020 | experiment in which investment game is tested to evaluate risk in cybersecurity, playing results evaluated | 208 teams/948 players played the decisions and disruption game | involvement of citizens (citizen science) | game to test investment decisions among stakeholders |
| Patricio | 2020 | case study to explore relationship between co-creation and gamification | followed one case where a specific game ideaChef© was used in different ways | difference in investment strategy among different stakeholders | rules, narratives, questions, feedback, rewards, points, progression, quests |
| Golrang and Safari | 2021 | experiment to test if a gamified crowdfunding platform improves fundraising. Purpose to present and test the model | questionnaire filled out by 60 experts. Statistical testing performed on material (hypothesis testing) | improve collaboration with stakeholders | points, levels, badges, leaderboards, progress bar, onboarding, avatar |
Source(s): Created by author
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