title: I PLAY AT WORK-ten principles for transforming work processes through gamification.
abstract: Gamified workplaces could be a positive and innovative solution to addressing contemporary problems in organizations. Such problems include high levels of stress, reduced sense of community, reduced loyalty and rapid changes in the workforce. To better prepare organizations for the future it may be helpful to identify and understand the potential advantages, disadvantages and areas for future research in relationship to the use of gamification for personal and organizational wellbeing. An analysis of research literature across disciplines in combination with expert opinion identified gamified workplaces as a promising strategy for promoting wellbeing. Furthermore, this paper proposes a set of 10 principles (I PLAY AT WORK) that may support gamification efforts. In addition to the value of mapping the present for the benefit of the future, there is also considerable value in reshaping core ideas related to the workplaces. Gamified workplaces can provide opportunities for a more vigorous and strategic inter-disciplinary research agenda that can stimulate investments in the area.
authors: Faculty of Science, Health, Education and Engineering, School of Health and Sport Sciences, University of the Sunshine Coast Sippy Downs, QLD, Australia.
authors: Florin
authors: F
authors: Oprescu
authors: Faculty of Arts and Business, University of the Sunshine Coast Sippy Downs, QLD, Australia.
authors: Christian
authors: C
authors: Jones
authors: Faculty of Arts and Business, University of the Sunshine Coast Sippy Downs, QLD, Australia.
authors: Mary
authors: M
authors: Katsikitis
keywords: gamification; gamified systems; gamified workplaces; organizational and personal wellbeing; play; redesign of work processes; wellbeing