Decision Support Model for Introduction of Gamification Solution Using AHP

Gamification means the use of various elements of game design in nongame contexts including workplace collaboration, marketing, education, military, and medical services. Gamification is effective for both improving workplace productivity and motivating employees. However, introduction of gamificati...

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Main Author: Sangkyun Kim
Format: Article
Language:English
Published: Hindawi Limited 2014-01-01
Series:The Scientific World Journal
Online Access:http://dx.doi.org/10.1155/2014/714239
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spelling doaj-7205a75f0bd849028860a569bfd5e8282020-11-24T21:28:56ZengHindawi LimitedThe Scientific World Journal2356-61401537-744X2014-01-01201410.1155/2014/714239714239Decision Support Model for Introduction of Gamification Solution Using AHPSangkyun Kim0Kangwon National University, Chuncheonsi, Gangwondo 200-701, Republic of KoreaGamification means the use of various elements of game design in nongame contexts including workplace collaboration, marketing, education, military, and medical services. Gamification is effective for both improving workplace productivity and motivating employees. However, introduction of gamification is not easy because the planning and implementation processes of gamification are very complicated and it needs interdisciplinary knowledge such as information systems, organization behavior, and human psychology. Providing a systematic decision making method for gamification process is the purpose of this paper. This paper suggests the decision criteria for selection of gamification platform to support a systematic decision making process for managements. The criteria are derived from previous works on gamification, introduction of information systems, and analytic hierarchy process. The weights of decision criteria are calculated through a survey by the professionals on game, information systems, and business administration. The analytic hierarchy process is used to derive the weights. The decision criteria and weights provided in this paper could support the managements to make a systematic decision for selection of gamification platform.http://dx.doi.org/10.1155/2014/714239
collection DOAJ
language English
format Article
sources DOAJ
author Sangkyun Kim
spellingShingle Sangkyun Kim
Decision Support Model for Introduction of Gamification Solution Using AHP
The Scientific World Journal
author_facet Sangkyun Kim
author_sort Sangkyun Kim
title Decision Support Model for Introduction of Gamification Solution Using AHP
title_short Decision Support Model for Introduction of Gamification Solution Using AHP
title_full Decision Support Model for Introduction of Gamification Solution Using AHP
title_fullStr Decision Support Model for Introduction of Gamification Solution Using AHP
title_full_unstemmed Decision Support Model for Introduction of Gamification Solution Using AHP
title_sort decision support model for introduction of gamification solution using ahp
publisher Hindawi Limited
series The Scientific World Journal
issn 2356-6140
1537-744X
publishDate 2014-01-01
description Gamification means the use of various elements of game design in nongame contexts including workplace collaboration, marketing, education, military, and medical services. Gamification is effective for both improving workplace productivity and motivating employees. However, introduction of gamification is not easy because the planning and implementation processes of gamification are very complicated and it needs interdisciplinary knowledge such as information systems, organization behavior, and human psychology. Providing a systematic decision making method for gamification process is the purpose of this paper. This paper suggests the decision criteria for selection of gamification platform to support a systematic decision making process for managements. The criteria are derived from previous works on gamification, introduction of information systems, and analytic hierarchy process. The weights of decision criteria are calculated through a survey by the professionals on game, information systems, and business administration. The analytic hierarchy process is used to derive the weights. The decision criteria and weights provided in this paper could support the managements to make a systematic decision for selection of gamification platform.
url http://dx.doi.org/10.1155/2014/714239
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