Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/90108
Title: Gamification of project management within a corporate environment : an exploratory study
Authors: Sammut, Ryan
Seychell, Dylan
Attard, Neville
Keywords: Project management -- Case studies
Games
Interviews
Education -- Case studies
Data mining -- Case studies
Context-aware computing
Issue Date: 2014
Publisher: IEEE
Citation: Sammut, R., Seychell, D., & Attard, N. (2014). Gamification of project management within a corporate environment: An exploratory study. In 2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), Valletta.
Abstract: This study sought to understand the concept of Gamification, the science that drives it, how to successfully implement Gamification and the issues that may arise when Gamification is introduced in a corporate environment. This was achieved through the development of 2 artifacts that were used in an experimental exercise to test the relevance and acceptance of Gamification in Project Management. Due to the limited secondary data available related to Gamification for project management within a corporate environment, this research project conducts exploratory, qualitative research to provide further insight in relation to this topic. Encouraging data in favour of the introduction of Gamification was extracted with a number of discussion points which require further evaluation.
URI: https://www.um.edu.mt/library/oar/handle/123456789/90108
Appears in Collections:Scholarly Works - FacICTAI

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