A Prediction Market-Based Gamified Approach to Enhance Knowledge Sharing in Organizations. (October 2019)
- Record Type:
- Journal Article
- Title:
- A Prediction Market-Based Gamified Approach to Enhance Knowledge Sharing in Organizations. (October 2019)
- Main Title:
- A Prediction Market-Based Gamified Approach to Enhance Knowledge Sharing in Organizations
- Authors:
- Mizuyama, Hajime
Yamaguchi, Seiyu
Sato, Mizuho - Other Names:
- Kikkawa Toshiko guest-editor.
Ohnuma Susumu guest-editor. - Abstract:
- Background .Knowledge sharing among the members of an organization is crucial for enhancing the organization's performance. However, knowing how to motivate and direct members to effectively and efficiently share their relevant private knowledge concerning the organization's activities is not entirely a straightforward matter. Aim . This study aims to propose agamified approach not only for motivating truthful sharing and collective evaluation of knowledge among the members of an organization but also for properly directing those actions so as to maximize the usefulness of the shared knowledge. A case study is also conducted to understand how the proposed approach works in a live business scenario. Method . Aprediction market game on a binary event on whether the specified activity will be completed successfully is devised. The game utilizes an originalcomment aggregation and evaluation system through which relevant knowledge can be shared verbally and evaluated collectively by the players themselves. Players' behavior is driven toward a desirable direction with theassociated incentive framework realized by three game scores. Results . The proposed gamified approach was implemented as a web application and verified with a laboratory experiment. The game was also played by four participants who deliberated on an actual sales proposal in a real company. It was observed that the various valuable knowledge elements that were successfully collected from the participants could beBackground .Knowledge sharing among the members of an organization is crucial for enhancing the organization's performance. However, knowing how to motivate and direct members to effectively and efficiently share their relevant private knowledge concerning the organization's activities is not entirely a straightforward matter. Aim . This study aims to propose agamified approach not only for motivating truthful sharing and collective evaluation of knowledge among the members of an organization but also for properly directing those actions so as to maximize the usefulness of the shared knowledge. A case study is also conducted to understand how the proposed approach works in a live business scenario. Method . Aprediction market game on a binary event on whether the specified activity will be completed successfully is devised. The game utilizes an originalcomment aggregation and evaluation system through which relevant knowledge can be shared verbally and evaluated collectively by the players themselves. Players' behavior is driven toward a desirable direction with theassociated incentive framework realized by three game scores. Results . The proposed gamified approach was implemented as a web application and verified with a laboratory experiment. The game was also played by four participants who deliberated on an actual sales proposal in a real company. It was observed that the various valuable knowledge elements that were successfully collected from the participants could be utilized for refining the sales proposal. Conclusions . The game induced motivation through gamification, and some of the designed game scores worked in directing the players' behavior as desired. The players learned from others' comments, which brought about a snowball effect and enriched collective knowledge. Future research directions include how to transform this knowledge into an easy-to-comprehend representation. … (more)
- Is Part Of:
- Simulation & gaming. Volume 50:Number 5(2019)
- Journal:
- Simulation & gaming
- Issue:
- Volume 50:Number 5(2019)
- Issue Display:
- Volume 50, Issue 5 (2019)
- Year:
- 2019
- Volume:
- 50
- Issue:
- 5
- Issue Sort Value:
- 2019-0050-0005-0000
- Page Start:
- 572
- Page End:
- 597
- Publication Date:
- 2019-10
- Subjects:
- collective intelligence -- knowledge management -- knowledge sharing -- prediction market -- sales forecasting
Social sciences -- Study and teaching -- Periodicals
Simulation methods -- Periodicals
Game theory -- Periodicals
Sciences sociales -- Étude et enseignement -- Périodiques
Simulation, Méthodes de -- Périodiques
Jeu de rôle -- Périodiques
Éducation
Jeu d'entreprise
Jeu de simulation
Méthode de simulation
Sciences sociales
Théorie des jeux
Périodique électronique (Descripteur de forme)
Ressource Internet (Descripteur de forme)
003.3 - Journal URLs:
- http://journals.sagepub.com/loi/sag ↗
http://sag.sagepub.com/ ↗
http://www.sagepublications.com/ ↗
http://firstsearch.oclc.org ↗
http://firstsearch.oclc.org/journal=1046-8781;screen=info;ECOIP ↗ - DOI:
- 10.1177/1046878119867382 ↗
- Languages:
- English
- ISSNs:
- 1046-8781
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 11579.xml