- Autor
- Balcerak Alicja (Politechnika Wrocławska)
- Tytuł
- Grywalizacja jako przykład mody w zarządzaniu
Gamification as a Management Fad - Źródło
- Zarządzanie Zasobami Ludzkimi, 2015, nr 2, s. 65-76, rys., bibliogr. 40 poz.
- Słowa kluczowe
- Grywalizacja, Zarządzanie, Zarządzanie zasobami ludzkimi
Gamification, Management, Human Resources Management (HRM) - Uwagi
- streszcz., summ.
- Abstrakt
- Grywalizacja jest stosunkowo młodą modą menedżerską. Na rynku tej mody można dostrzec działania zmierzające do jej upowszechnienia i instytucjonalizacji. Pomimo to grywalizacja może okazać się modą krótkotrwałą, przelotną. Mimo obiecujących kierunków rozwoju, praktykę może zdominować jej uproszczona wersja (grywalizacja BPL). О wpływie grywalizacji na organizacje zadecydują sposoby adaptacji tego podejścia. (abstrakt oryginalny)
Gamification is a relatively young trend in management. On this fashion market it is possible to perceive actions aimed at its promotion and institutionalization. In spite of this, gamification may prove a short-lived, fleeting fad. In spite of promising directions for development, practice may be dominated by a simplified version-BPL gamification. The impact of gamification on the organization shall be determined by ways in which this approach will be adapted. (original abstract) - Dostępne w
- Biblioteka Główna Uniwersytetu Ekonomicznego w Krakowie
Biblioteka SGH im. Profesora Andrzeja Grodka
Biblioteka Główna Uniwersytetu Ekonomicznego w Katowicach
Biblioteka Główna Uniwersytetu Ekonomicznego w Poznaniu - Pełny tekst
- Pokaż
- Bibliografia
- Abrahamson E. (1996), Managerial fashions, Academy of Management Review, nr 21/1, s. 254-285.
- Abrahamson E., Eisenman M. (2008), Employee-management techniques: Transient fads or trending fashions? Administrative Science Quarterly, nr 53, s. 719-744.
- Abrahamson E., Fairchild G. (1999), Management fashion: Lifecycles, triggers, and collective learning processes, Administrative Science Quarterly, nr 44, s. 708-740.
- Ansari S. M., Fiss P. C., Zajac E. J. (2010), Made to fit: How practices vary as they diffuse, Academy of Management Review, nr 35 (1), s. 67-92.
- Badgeville (2014), How to gamify, dostęp 10 grudnia 2014, http://badgeville.com/wiki/enterprise.
- Balcerak A. (2010), Mody w teorii i praktyce zarządzania; w Lachiewicz S., Nogalski B. (red.), Osiągnięcia i perspektywy nauk о zarządzaniu, Warszawa, Oficyna Wolters Kluwer, s. 181-198.
- Benders J., van Veen K. (2001), What's in a fashion? Interpretative viability and management fashions, Organization, nr 8 (1), s. 33-53.
- Bogost I. (2011), Persuasive games: exploitationware, Gamasutra, dostęp 3 maja 2011, www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php.
- Burke B. (2014), Gamify: How gamification motivates people to do extraordinary things, Brookline, Bibliomotion Inc.
- Carroll J. M., Thomas J. M. (1988), Fun, ACM SIGCHI Bulletin, nr 19 (3), s. 21-24.
- Dale B. G., Elkjaer M. B. F., van der Wiele A., Williams A. R. T. (2001), Fad, fashion and fit: An examination of quality circles, business process re-engineering and statistical process control, International Journal of Production Economics, nr 73, s. 137-152.
- Deci E. L., Ryan R. M. (2000), The "what" and "why" of goal pursuits: human needs and the self-determination of behavior, Psychological Inquiry, nr 11 (4), s. 227-268.
- Deterding S. (2014), Eudaimonic design, or: six invitations to rethink gamification, w Fuchs M., Fizek S., Ruffino P., Schrape N. (red.), Rethinking gamification, Lüneburg, Meson Press, s. 305-331.
- Deterding S., Dixon D., Khaled R., Nacke L. (2011), Gamification: toward a definition, w CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts, art. 2.
- Dragona D. (2014), Counter-gamification: emerging tactics and practices against the rule of numbers, w Fuchs M., Fizek S., Ruffino P., Schrape N. (red.), Rethinking gamification, Lüneburg, Meson Press, s. 227-248.
- Ferrara J. (2013), Games for persuasion argumentation, procedurality, and the lie of gamification, Games and Culture, nr 8 (4), s. 289-304.
- Foxman M. (2014), How to win Foursquare: body and space in a gamified world, w Fuchs M., Fizek S., Ruffino P., Schrape N. (red.), Rethinking gamification, Lüneburg, Meson Press, s. 71-90.
- Frémaux В., Marcovici C. (2007), Stratèges d'entreprises, fashion victims ou fashion leaders? Paris, Presses de l'Ecole des Mines.
- Gartner (2014a), Hype cycle for emerging technologies, www.gartner.com/doc/2809728, dostęp 10 grudnia 2014.
- Gartner (2014b), Gartner redefines gamification, dostęp 10 grudnia 2014, blogs.gartner.com/brian_burke/2014/04/04/gartner-redefines-gamification/.
- Herger M. (2014), Enterprise gamification: engaging people by letting them have fun, Create-Space.
- Lang G., Ohana M. (2012), Are management fashions dangerous for organizations? International Journal of Business and Management, nr 7 (20), s. 81-89.
- Leba M., Ionica A. (2013), eLearning through interactive games, AWERProcedia Information Technology & Computer Science, vol. 04, s. 373-378.
- Llagostera E. (2012), On gamification and persuasion, Proceedings of SBGames 2012, s. 12-21.
- Madsen D. Ø., Stenheim T. (2014), The impact of management concepts: a typology, Problems and Perspectives in Management, nr 12 (4), s. 103-108.
- Mezirow J. (1991), Transformative dimensions of adult learning, San Francisco, Josey-Bass.
- Miller D., Hartwick J., Le Breton-Miller I. (2004), How to detect a management fad and distinguish it from a classic, Business Horizons, nr 47 (4), s. 7-16.
- Nicholson S. (2015), A RECIPE for meaningful gamification, w Reiners Т., Wood L.C. (red.), Gamification in education and business, London, Springer, s. 1-20.
- Nelson M. J. (2012), Soviet and American precursors to the gamification of work, w Proceeding of the 16th International Academic MindTrek Conference, ACM, s. 23-26.
- Nicolai A., Dautwiz J. (2010), Fuzziness in action: what consequences has the linguistic ambiguity of the core competence concept for organizational usage?, British Journal of Management, nr 21 (4), s. 874-88.
- Perkmann M., Spicer A. (2008), How are management fashions institutionalized? The role of institutional work, Human Relations, nr 61/6, s. 811-844.
- Reeves В., Read J. L. (2009), Total engagement: using games and virtual worlds to change the way people work and businesses compete, Boston, Harvard University Press.
- Robertson M. (2010), Can't Play, Won't Play, Hide & Seek, dostęp 6 października 2010, hideandseek.net/2010/10/06/cant-play-wont-play/.
- Røvik K. A. (2011), From fashion to virus: An alternative theory of organizations' handling of management ideas, Organization Studies, 32(5), s. 631-653.
- Scarbrough H. (2002), The role of intermediary groups in shaping management fashion: The case of knowledge management, International Studies of Management and Organization, nr 32/4, s. 87-103.
- SJP Słownik języka polskiego, PWN, http://sjp.pwn.pl/.
- Solomon M. R., Rabolt N. J. (2004), Consumer behaviour in fashion, Englewood Cliffs, Prentice-Hall.
- Staw В., Epstein L. (2000), What bandwagons bring: Effects of popular management techniques on corporate performance, reputation, and CEO pay, Administrative Science Quarterly, nr 45/3, s. 553-556.
- Tulloch R. (2014), Reconceptualising gamification: Play and pedagogy, Digital Culture & Education, nr 6:4, s. 317-333.
- Wilhelm H., Bort S. (2013), How managers talk about their consumption of popular management concepts: identity, rules and situations, British Journal of Management, nr 24, s. 428-444.
- Cytowane przez
- ISSN
- 1641-0874
- Język
- pol