Table 2

Papers included in the “engage people” category

AuthorYearResearch designEmpirical context in paperProject management aspectGamification elements
Simon2006Fieldwork incl. observations and interviews66 weeks fieldwork: 35+ interviews, project managers, developers, programmers, customers, etc.No specific aspectUsed co-opetition, rule-setting and scores/rewards to manage their projects
Goulding et al2007survey + action researchPrimary school childrenuser involvementrole-play
Broberg2010Experimentgame tested in three cases, one test described in paperNo specific aspectgame board with layout
Kautz2011exploratory studyinterviews with project manager and development team at water works companyuser involvement in design processesplanning games, user stories and story cards
Ghanbari et al2015experimentstudents in computer lablearning decision-making and planningsocial interaction, flow, stories, buying, bidding
Hannula and Irrmann2016experimentstudents and industry peoplerequirement elicitation, user participationrules, flow, role-play
Leite et al2016design and testing of game prototypereal estate projectsstructure dialogue between stakeholders, enhance collaborationpoint system, badge, leaderboard, feedback loops
van Amstel and Garde2016testing of conceptual modelthree different games tested on three different casescommunication, information transparency, enhance worker engagementrole-play, board game
Alexandrova and Rapanotti2020design and testing of game prototype1 public authorityN/Arules, roles, flow
Tang and Prestopnik2019Comparison of two citizen engagement approaches41 undergraduate studentsrequirement elicitation, user participationreward system, game aesthetics, victory conditions, goals, obstacles
Shreeve et al2020experiment in which investment game is tested to evaluate risk in cybersecurity, playing results evaluated208 teams/948 players played the decisions and disruption gameinvolvement of citizens (citizen science)game to test investment decisions among stakeholders
Patricio et al2020case study to explore relationship between co-creation and gamificationfollowed one case where a specific game ideaChef© was used in different waysdifference in investment strategy among different stakeholdersrules, narratives, questions, feedback, rewards, points, progression, quests
Golrang and Safari2021experiment to test if a gamified crowdfunding platform improves fundraising. Purpose to present and test the modelquestionnaire filled out by 60 experts. Statistical testing performed on material (hypothesis testing)improve collaboration with stakeholderspoints, levels, badges, leaderboards, progress bar, onboarding, avatar

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