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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
\ninvestigations made into the use of Gamification in Knowledge Management processes in recent years, and a
\nconceptual model for analysis of the Gamification of Knowledge Management Systems.
\nTheories: Since the last decade the Gamification - defined by the application of game design principles in a non-game
\ncontext - as a management practice has become increasingly challenging for researchers. At the height of the
\nKnowledge Age, in which we live today, knowledge and the organizational capacity to create, disseminate and retain it is
\none of the most important sources of competitive advantage for organizations. As employees’ knowledge is critical for
\ncompanies, it is essential to find effective mechanisms to encourage collaborators to share knowledge. In this field,
\ngamification is a dynamic to be considered as an enabler of successful knowledge management systems.
\nMethodology: A systematic review of the literature was carried out, analyzing the scientific articles obtained through
\nelectronic databases, manual research and the cross-referencing of bibliographic references to identify and synthesize
\nstudies on the use of gamification in Knowledge Management processes in the period from 2015 to 2018.
\nResults: This study demonstrates that the use of gamification in knowledge management processes has a positive
\nimpact on employees’ motivation and involvement with these systems, while promoting the creation, transfer and sharing
\nof knowledge in the organization. A conceptual model for the gamification of knowledge management systems is
\nproposed, intended to be a valid contribution to the operationalization of future studies on the link between gamification
\nand 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 distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Review · Consensus signal: Review
Teacher disagreement score0.808
Threshold uncertainty score0.282

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

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 teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
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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