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dc.contributor.authorPalmquist, Adam
dc.date.accessioned2023-01-12T12:52:40Z
dc.date.available2023-01-12T12:52:40Z
dc.date.issued2023-01-12
dc.identifier.isbn978-91-8069-113-0 (PRINT)
dc.identifier.isbn978-91-8009-8069-114-7 (PDF)
dc.identifier.urihttps://hdl.handle.net/2077/74437
dc.description.abstractThis dissertation discusses the implementation process of gamification in organisations’ workplace learning environments, focusing on four stakeholder groups: Administrators, Leaders, Providers and Users. These stakeholder groups are represented across the dissertation’s five articles, which present the results of my investigation of the groups’ meaning attributions to the gamification implementations in their organisations’ learning environments. The empirical materials include assembled ethnographic records, surveys and event logs from the implemented technological artefacts in different settings. In the included studies, I focused on various sequences in gamification implementation. In Study I, I portrayed various design workshops by employing a participatory observation approach to amplify the voices of the Administrators and Providers. In Study II, I provided an account of a whole gamification implementation project using a design ethnography approach to give voice to the four stakeholder groups. In Study III, I utilised a mixed-methods approach, examining the Users’ notions and opinions of gamification implementation in their online corporate course. In Study IV, I identified and explained Users’, Administrators’ and Leaders’ miscellaneous gamification design preferences using a sequential mixed-methods approach. Through Study V’s blended research design, I displayed how a low level of technological maturity in an organisation undertaking gamification implementation raises concerns that threaten to jeopardise the entire project due to the unforeseen and spiked resource demand. Although the previously given design frameworks for gamification for learning have downplayed the positions of organisational stakeholders and the importance of the implementation procedure, the results of this dissertation indicate a circumstance that contradicts the downplayed representation of both stakeholders and the implementation phase in real-world gamification projects. The results of the five dissertation studies display bipolar yet interdependent connections between the four stakeholder groups’ meaning attributions to gamification in the workplace learning environment. Dissimilar meaning attributions to gamification influence the implementation process to a high degree. Based on this premise, the dissertation emphasises the importance of identifying stakeholders’ meaning attributions to gamification in the learning environment as a way to facilitate its implementation in the organisation’s ecosystem. The implications of the PhD project’s findings served as the basis for the project’s primary contribution: a model for analysing and understanding organisational stakeholders’ requirements for gamification in the learning ecosystems of large enterprises. The STAkeholder-centred GAmification (STAGA) model comprises a set of constructs highlighting the relationships among central stakeholders’ meaning attributions to and aspirations regarding gamification in the workplace learning context. STAGA is a process model intended for continually analysing and understanding organisational stakeholders and interpreting their meaning attributions to gamification. The model intends to aid and influence decision-making in the design and development process of gamification to facilitate its integration into the routines and practices of the workplace learning environment.en_US
dc.language.isoengen_US
dc.relation.haspartPalmquist, A. (2021). Lost in translation: A study of (mis)conceptions, (mis)communication and concerns when implementing gamification in corporate (re)training. Proceedings of the 54th Hawaii International Conference on System Sciences, 1375. DOI: https://doi.org/10.24251/HICSS.2021.166en_US
dc.relation.haspartPalmquist, A. (Manuscript). Design Elements of Conflict: A Design Study of a Gamified Smartphone Application for Employee Onboarding.en_US
dc.relation.haspartPalmquist, A., Jedel, I. (2022). “I Think It’s Quite Subtle, So It Doesn’t Disturb Me”: Employee Perceptions of Levels, Points and Badges in Corporate Training. In: Human Interaction, Emerging Technologies and Future Systems V. IHIET 2021. Lecture Notes in Networks and Systems, vol. 319. Springer, Cham. DOI: https://doi.org/10.1007/978-3-030-85540-6_6en_US
dc.relation.haspartPalmquist, A. (Manuscript). Stakeholders’ Design Preferences for Instructional Gamificationen_US
dc.relation.haspartJedel, I., Palmquist, A., & Gillberg, D. (2021). A Practical View of Gamifying Information Systems for the Future. International Journal of Gaming and Computer-Mediated Simulations, 13(4), 48-60. DOI: https://doi.org/10.4018/IJGCMS.291540en_US
dc.subjectgamificationen_US
dc.subjectstakeholderen_US
dc.subjectdesignen_US
dc.subjectimplementationen_US
dc.subjectadoptionen_US
dc.subjectworkplace learningen_US
dc.titlePlug & Play? Stakeholders’ co-meaningmaking of gamification implementations in workplace learning environmentsen_US
dc.typeText
dc.type.svepDoctoral thesis
dc.gup.mailadam.palmquist@nord.noen_US
dc.type.degreeDoctor of Philosophyen_US
dc.gup.originUniversity of Gothenburg. IT Faculty.en_US
dc.gup.departmentDepartment of Applied Information Technology ; Institutionen för tillämpad informationsteknologien_US
dc.gup.defenceplaceFredag 3 februari 2023, kl 13.00, Torg Grön, Hus Patricia, Institutionen för tillämpad informationsteknologi, Forskningsgången 6, Campus Lindholmen, Göteborgen_US
dc.gup.defencedate2023-02-03
dc.gup.dissdb-fakultetITF


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