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Record W3021983775 · doi:10.6000/1929-7092.2019.08.150

The use of Gamification in Knowledge Management Processes: A Systematic Literature Review

2019· article· en· W3021983775 on OpenAlexvenueno aff
Marta Correia Sampaio, Maria José Sousa, Andreia Dionísio

Bibliographic record

VenueJournal of Reviews on Global Economics · 2019
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsnot available
FundersFundação para a Ciência e a Tecnologia
KeywordsKnowledge managementComputer scienceManagement scienceProcess managementBusinessPsychologyEngineering

Abstract

fetched live from OpenAlex

Purpose: The purpose of this article is to present a systematic literature review that synthesizes the investigations made into the use of Gamification in Knowledge Management processes in recent years, and a conceptual model for analysis of the Gamification of Knowledge Management Systems. Theories: Since the last decade the Gamification - defined by the application of game design principles in a non-game context - as a management practice has become increasingly challenging for researchers. At the height of the Knowledge Age, in which we live today, knowledge and the organizational capacity to create, disseminate and retain it is one of the most important sources of competitive advantage for organizations. As employees’ knowledge is critical for companies, it is essential to find effective mechanisms to encourage collaborators to share knowledge. In this field, gamification is a dynamic to be considered as an enabler of successful knowledge management systems. Methodology: A systematic review of the literature was carried out, analyzing the scientific articles obtained through electronic databases, manual research and the cross-referencing of bibliographic references to identify and synthesize studies on the use of gamification in Knowledge Management processes in the period from 2015 to 2018. Results: This study demonstrates that the use of gamification in knowledge management processes has a positive impact on employees’ motivation and involvement with these systems, while promoting the creation, transfer and sharing of knowledge in the organization. A conceptual model for the gamification of knowledge management systems is proposed, intended to be a valid contribution to the operationalization of future studies on the link between gamification and knowledge management.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.031
metaresearch head score (Gemma)0.115
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Systematic review · Consensus signal: Systematic review
GenreCandidate signal: Review · Consensus signal: Review
Teacher disagreement score0.031
Threshold uncertainty score0.165

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0310.115
Meta-epidemiology (narrow)0.0010.001
Meta-epidemiology (broad)0.0050.005
Bibliometrics0.0220.017
Science and technology studies0.0010.002
Scholarly communication0.0040.005
Open science0.0020.004
Research integrity0.0030.002
Insufficient payload (model declined to judge)0.0030.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.050
GPT teacher head0.347
Teacher spread0.297 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designSystematic review
Domainnot available
GenreReview

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations12
Published2019
Admission routes1
Has abstractyes

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Same venueJournal of Reviews on Global EconomicsSame topicEducational Games and GamificationFrench-language works237,207