Gamification as a Means of Workplace Performance Improvement


Bachelor Thesis, 2015

50 Pages, Grade: 2,3


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

Excerpt out of 50 pages

Details

Title
Gamification as a Means of Workplace Performance Improvement
College
University of Applied Sciences Berlin
Grade
2,3
Author
Year
2015
Pages
50
Catalog Number
V366572
ISBN (eBook)
9783668460980
ISBN (Book)
9783668460997
File size
1244 KB
Language
English
Keywords
Gamification, Motivation
Quote paper
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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