Abstract
Gamification of work provides a chance of rising employees' engagement, improving their attitude towards work, and, in turn, increasing their productivity. As the problems faced when applying gamification to various work environments are similar, so are the solutions. Unexpectedly, even though a number of reusable gamification elements, techniques or patterns were described in the literature, due to the way they are presented, they offer little guidance for their use by a work gamification designer. This work aims to address this gap by providing a concise description format for gamification design patterns, their practical classification, and definitions of 21 patterns that can be used for designing gamification of work.
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