Volume 6, Issue 1 (4-2019)                   Human Information Interaction 2019, 6(1): 1-16 | Back to browse issues page

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Tavallaei R, Nezafati N, Ahmadi M M. The role of Gamification in Knowledge Sharing using Grounded Theory and MAXQDA Qualitative Modeling. Human Information Interaction 2019; 6 (1)
URL: http://hii.khu.ac.ir/article-1-2844-en.html
Imam Hussein University
Abstract:   (3124 Views)
Background and Aim: Today, knowledge is essential to the survival and success of any organization. Given that they are the people who create, share and use knowledge, an organization cannot effectively use knowledge unless its employees are willing to share their knowledge and attract knowledge of others. On the other hand, Gamification involves combining the usual mechanisms in the games with the work space, in order to make things more appealing and to direct human behavior towards the goals of the system. Gamification is actually the use of game components on issues other than the game and emphasizes the use of entertainment and pleasure in the work. In this research, it has been tried to study and recognize the Gamification, its dimensions, mechanisms, dynamics, and models, using Grounded Theory method; and the following, we try to find a way to understand the role of the Gamification and apply it to the sharing and dissemination of knowledge.   
Methods: Grounded Theory is an inductive method of theoretical discovery that allows the researcher to develop a report on the general characteristics of the subject; While simultaneously consolidating the basis of this report in empirical data observation. Using purposeful sampling, research data were collected using interviewing tools and analyzed through data analysis and coding principles. 
Results: In this research, after formulating the stages of Grounded Theory and types of data encoding, in the end, a theory with visual modeling is presented and evaluated.
Conclusion: The dimensions of the proposed framework include the “organizational context”, “game-related dimensions”, and “other indicators that affect the Knowledge Sharing- Gamification”. Each of these dimensions includes lower-level components that are described in the model's description. For example, “organizational context” includes incomes, costs, platform, and so on, and “game-related dimensions” include the mechanisms, dynamics and aesthetics of the game
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Type of Study: Research | Subject: Special

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