Introducing a Gamification Element in Enterprise Collaboration Platforms: Only a Flash in the Pan or a Lasting Effect?

dc.contributor.authorStojko, Laura
dc.contributor.authorLin, Lin
dc.contributor.authorSoucek, Roman
dc.contributor.authorMoser, Klaus
dc.contributor.authorKoch, Michael
dc.date.accessioned2024-06-06T08:23:19Z
dc.date.available2024-06-06T08:23:19Z
dc.date.issued2024
dc.description.abstractEnterprise collaboration platforms are expected to facilitate effective information exchange by supporting employee sociability, i.e., finding communication partners and building common ground. However, they often suffer from low user engagement requiring the implementation of additional design elements to encourage user participation. Though previous research found evidence for the effectiveness of introducing new features, in particular gamification elements, to such platforms, the question remains whether it represents more than a flash in the pan and creates some sustainable effects over time. Therefore, the current longitudinal quasi-experimental field study investigates the effectiveness of introducing one exemplary gamification element, a progress bar to encourage profile completion, as a new feature within a digital collaboration platform in a large public sector organization across time. We collected data before (t1 – t3) and after (t4 – t6) implementation of the progress bar. We analyzed the data using linear mixed-effects models, enabling the assessment of time effects and interaction effects of time and progress bar implementation. In fact, profile completion rates increases over time, and introducing a progress bar significantly impacted users’ profile completion behavior. More importantly, we found both short-term effects and, after an interim decline, a sustainable change in user behavior after the progress bar implementation over time. Thus, this study presents quantitative evidence of the long-term effectiveness of introducing a gamification element in enterprise collaboration platforms over time.en
dc.identifier.doi10.48340/ecscw2024_n08
dc.identifier.eissn2510-2591
dc.identifier.urihttps://dl.eusset.eu/handle/20.500.12015/5115
dc.language.isoen
dc.publisherEuropean Society for Socially Embedded Technologies (EUSSET)
dc.relation.ispartofProceedings of 22nd European Conference on Computer-Supported Cooperative Work
dc.relation.ispartofseriesReports of the European Society for Socially Embedded Technologies: vol. 8, no. 1
dc.subjectenterprise collaboration platforms
dc.subjectuser profiles
dc.subjectprofile completion
dc.subjectgamification
dc.subjectmixed-effects
dc.titleIntroducing a Gamification Element in Enterprise Collaboration Platforms: Only a Flash in the Pan or a Lasting Effect?en
dc.typeText/Conference Paper
gi.conference.date17 June - 21 June, 2024
gi.conference.locationRimini, Italy
gi.conference.reviewfull
gi.conference.sessiontitleNotes

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