Gamification of business processes: Sociological analysis of the advanced management practices

Gamification is a new management approach implying the use of computer games technologies in non-game contexts, particularly to improve motivation at work and efficiency of organizational processes. The key assumption is that introduction of game elements into the working routine can increase employ...

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Main Author: A. A Dieva
Format: Article
Language:English
Published: Peoples’ Friendship University of Russia (RUDN University) 2020-12-01
Series:RUDN journal of Sociology
Subjects:
Online Access:http://journals.rudn.ru/sociology/article/viewFile/24545/18573
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spelling doaj-9144114fe9fb4e699db2bc994da32ec12020-11-25T03:04:26ZengPeoples’ Friendship University of Russia (RUDN University)RUDN journal of Sociology2313-22722408-88972020-12-0120368169310.22363/2313-2272-2020-20-3-681-69319251Gamification of business processes: Sociological analysis of the advanced management practicesA. A Dieva0Office of the Government of the Russian FederationGamification is a new management approach implying the use of computer games technologies in non-game contexts, particularly to improve motivation at work and efficiency of organizational processes. The key assumption is that introduction of game elements into the working routine can increase employees motivation, involvement, and loyalty. The first attempts of sociological reflection on gamification were based on the critical approach and concluded that this technology could only exacerbate inequalities, exploitation, and control. However, this claim remains unconfirmed, partially due to the fact that the available evidence was provided by the managerial research that focus mainly on the gamification efficiency. The article is based on the analysis of gamification projects in eight companies and aims at testing the claim of critical sociology that gamification is mainly a tool of control and exploitation. Today gamification is a multifunctional technology and solves different tasks: increases productivity and quality of work operations, stimulates organizational communications and knowledge transfer, learning, teambuilding, control, and employees loyalty. Gamification can have positive effects, but often they are short-term and accompanied by side effects. Generalization of the available data does not support the conclusions of critical sociology; however, in some cases, gamification is used to strengthen control and reinforce the structural inequality. The critical approach tends to underestimate the influence of institutional and sociocultural factors that make the company strive for a balance of actors interests, and employees strategic planning. Thus, gamification, despite its ambiguity, has a positive potential - it is capable of improving the quality of human and social capital.http://journals.rudn.ru/sociology/article/viewFile/24545/18573gamegamificationgame technologiesmanagementbusiness processessocial inequalitycritical sociology
collection DOAJ
language English
format Article
sources DOAJ
author A. A Dieva
spellingShingle A. A Dieva
Gamification of business processes: Sociological analysis of the advanced management practices
RUDN journal of Sociology
game
gamification
game technologies
management
business processes
social inequality
critical sociology
author_facet A. A Dieva
author_sort A. A Dieva
title Gamification of business processes: Sociological analysis of the advanced management practices
title_short Gamification of business processes: Sociological analysis of the advanced management practices
title_full Gamification of business processes: Sociological analysis of the advanced management practices
title_fullStr Gamification of business processes: Sociological analysis of the advanced management practices
title_full_unstemmed Gamification of business processes: Sociological analysis of the advanced management practices
title_sort gamification of business processes: sociological analysis of the advanced management practices
publisher Peoples’ Friendship University of Russia (RUDN University)
series RUDN journal of Sociology
issn 2313-2272
2408-8897
publishDate 2020-12-01
description Gamification is a new management approach implying the use of computer games technologies in non-game contexts, particularly to improve motivation at work and efficiency of organizational processes. The key assumption is that introduction of game elements into the working routine can increase employees motivation, involvement, and loyalty. The first attempts of sociological reflection on gamification were based on the critical approach and concluded that this technology could only exacerbate inequalities, exploitation, and control. However, this claim remains unconfirmed, partially due to the fact that the available evidence was provided by the managerial research that focus mainly on the gamification efficiency. The article is based on the analysis of gamification projects in eight companies and aims at testing the claim of critical sociology that gamification is mainly a tool of control and exploitation. Today gamification is a multifunctional technology and solves different tasks: increases productivity and quality of work operations, stimulates organizational communications and knowledge transfer, learning, teambuilding, control, and employees loyalty. Gamification can have positive effects, but often they are short-term and accompanied by side effects. Generalization of the available data does not support the conclusions of critical sociology; however, in some cases, gamification is used to strengthen control and reinforce the structural inequality. The critical approach tends to underestimate the influence of institutional and sociocultural factors that make the company strive for a balance of actors interests, and employees strategic planning. Thus, gamification, despite its ambiguity, has a positive potential - it is capable of improving the quality of human and social capital.
topic game
gamification
game technologies
management
business processes
social inequality
critical sociology
url http://journals.rudn.ru/sociology/article/viewFile/24545/18573
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