Excerpt
Table of Content
1 Introduction
1.1 Research Questions
1.2 Methodology
1.3 Structure
2 Performance Feedback
2.1 Necessity of Performance Feedback
2.2 Survey
2.3 Dunning-Kruger Effect
2.4 Impostor Syndrome
2.5 Johari Window
3 Gamification
3.1 The Value of Games
3.2 Definition of Gamification
3.3 Elements of Gamification
3.4 Maslow’s Hierarchy of Needs
3.5 Intrinsic and Extrinsic Rewards
3.6 The State of Flow
4 Practical Applications
4.1 Application 1: Delta Airlines
4.2 Application 2: Deloitte
4.3 Application 3: Rypple
4.4 Overview of Reviewed Gamification Elements
5 Challenges and Risks of Gamification
6 Conclusion
7 Appendix
7.1 Survey Questions
7.2 Raw Survey Responses
Bibliography
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- John Peacock (Author), 2015, Gamification as a Means of Workplace Performance Improvement, Munich, GRIN Verlag, https://www.grin.com/document/366572
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