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Evaluation of the Change in the Quality of Reports with the Application of Gamification in a Corporative Institution

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HCI in Business, Government and Organizations (HCII 2022)

Abstract

In this paper we present a gamification process developed in a Brazilian public institution. We used gamification to engage users in the reports’ quality improvement of the organization. Gamification is the application of game elements and game principles in non-game contexts [1]. The Octalysis framework proposed by Yu Kai-Chou [2] was used to model the users’ profile and the gamification itself. Based on the identified profiles, a gamification was created using the techniques of Classification, Medals, Level Up, Attachment Monitor, Mentoring and Build from Scratch in addition to the techniques of Countdown, Grave Tombstone and Group Challenge. In new gamified process, the players interact collaboratively and develop skills and competences over the same shared space. The result shows that use of the gamified process both enable a better reports’ production and creates a fun and attractive way to improve learning, affective, sociocultural aspects, collaboration, and improvement at the organizational model.

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Correspondence to Sergio Antonio Andrade Freitas .

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Cavalcante, P.P., Freitas, S.A.A. (2022). Evaluation of the Change in the Quality of Reports with the Application of Gamification in a Corporative Institution. In: Fui-Hoon Nah, F., Siau, K. (eds) HCI in Business, Government and Organizations. HCII 2022. Lecture Notes in Computer Science, vol 13327. Springer, Cham. https://doi.org/10.1007/978-3-031-05544-7_27

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  • DOI: https://doi.org/10.1007/978-3-031-05544-7_27

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