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2015 | 2015 2(103) Gamifikacja/Grywalizacja (Gamification) | 49-63

Article title

Sześć kroków wprowadzania gamifikacji do praktyk ZZL (Six Steps for Introducing Gamification into Human Resource Management Practice)

Content

Title variants

EN
Six Steps for Introducing Gamification into Human Resource Management Practice

Languages of publication

PL

Abstracts

PL
Gamifikacja zdobywa coraz większą popularność, a wraz z nią rośnie liczba uruchamianych projektów w różnych obszarach zarządzania organizacją. Jak wszystkie projekty, także i te są narażone na niepowodzenia, co w wypadku tak wrażliwego obszaru, jakim jest ZZL, może mieć katastrofalne skutki dla organizacji. W artykule autorzy zwrócili uwagę na specyficzny kontekst, jaki dla gamifikacji stwarza ZZL, na konieczność starannego przygotowania projektów gamifikacji w obszarze ZZL oraz sformułowali sześć kroków, jakie należy wykonać przed rozpoczęciem projektu. W artykule zaproponowano również listę pytań kontrolnych dla organizacji, które zamierzają wykorzystać gamifikację w praktyce ZZL.
EN
Gamification is winning ever–greater popularity and the number of projects in various areas of organizational management being launched is growing with it. Like all projects, these are also at risk of failure. In the case of an area as sensitive as HRM, this may result in catastrophic effects for the organization. In this article the authors note the specific context that HRM creates for gamification and look at the need for the careful preparing of gamification projects in the field of HRM. They also formulate six steps that must be taken prior to commencing the project. The article also proposes a checklist for the organization that intends to utilize gamification in HRM practice.

Year

Pages

49-63

Physical description

Document type

article

Dates

published
2015-04-15

Contributors

  • Karol Adamiecki Academy of Economics in Katowice, Katowice, Poland
  • Karol Adamiecki Academy of Economics in Katowice, Katowice, Poland

References

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  • Koivisto J., Hamari J. (2014), Demographic differences in perceived benefits from gamification, Computers in Human Behavior, vol. 35, bez numeru, s. 179–188.
  • Kruse K. (2012), Why employee engagement? These 28 research studies prove the benefits, Forbes, September 4, dostęp 20 października 2014, http://www.forbes.com/sites/kevinkruse/2012/09/04/why-employeeengagement.
  • Lee J. J., Hammer J. (2011), Gamification in education: what, how, Why Bother? Definitions
  • and uses, Exchange Organizational Behavior Teaching Journal, vol. 15, nr 2, s. 1–5.
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Document Type

Publication order reference

Identifiers

ISSN
1641-0874

YADDA identifier

bwmeta1.element.desklight-01aa2dff-590e-4772-8c3a-84e56d16aa89
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