Abstract
Digital Motivation in business refers to the use of technology in order to facilitate a change of attitude, perception and behaviour with regards to adopting policies, achieving goals and executing tasks. It is a broad term to indicate existing and emerging paradigms such as Gamification, Persuasive Technology, Serious Games and Entertainment Computing. Our previous research indicated risks when applying Digital Motivation. One of these main risks is the impact it can have on the interpersonal relationships between colleagues and their individual and collective performance. It may lead to a feeling of unfairness and trigger negative group processes (such as social loafing and unofficial clustering) and adverse work ethics. In this paper, we propose a set of strategies to minimize such risks and then consolidate these strategies through an empirical study involving managers, practitioners and users. The strategies are then analysed for their goal, stage and purpose of use to add further guidance. The strategies and their classification are meant to inform developers and management on how to design, set-up and introduce Digital Motivation to a business environment, maximize its efficiency and minimize its side-effects on teamwork.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Fogg, B.J.: Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies) (2002)
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness - defining “gamification”. In: The 15th International Academic MindTrek Conference Envisioning Future Media Environments, Tampere, September (2011)
von Ahn, L.: Games with a purpose. IEEE Comput. 39, 92–94 (2006)
Magerkurth, C., Cheok, A.D., Mandryk, R.L., Nilsen, T.: Pervasive games - bringing computer entertainment back to the real world. Comput. Entertainment 3, 4 (2005)
King, D., Greaves, F., Exeter, C., Darzi, A.: “Gamification”: influencing health behaviours with games. J. R. Soc. Med. 106, 76–78 (2013)
Spanakis, E.G., Santana, S., Ben-David, B.: Persuasive technology for healthy aging and wellbeing. In: 2014 EAI 4th International Conference on Wireless Mobile Communication and Healthcare (Mobihealth), p. 23. IEEE (2014)
Lacroix, J., Saini, P., Goris, A.: Understanding user cognitions to guide the tailoring of persuasive technology-based physical activity interventions. In: 4th International Conference on Persuasive Technology, vol. 350 (2009)
Herzig, P., Ameling, M., Schill, A.: A generic platform for enterprise gamification. In: Presented at the 2012 Joint Working IEEE/IFIP Conference on Software Architecture (WICSA) and European Conference on Software Architecture (ECSA)
Beenen, G., Ling, K.S., Wang, X., Chang, K., Frankowski, D., Resnick, P., Kraut, R.E.: Using social psychology to motivate contributions to online communities. In: CSCW, pp. 212–221 (2004)
Simões, J., Redondo, R.D., Vilas, A.F.: A social gamification framework for a K-6 learning platform. Comput. Hum. Behav. 29, 345–353 (2013)
Fogg, B.J.: Creating persuasive technologies - an eight-step design process. Persuasive 350, 1 (2009)
Nicholson, S.: A user-centered theoretical framework for meaningful gamification. In: Games + Learning + Society (2012)
Consolvo, S., Klasnja, P.V., McDonald, D.W., Landay, J.A.: Goal-setting considerations for persuasive technologies that encourage physical activity. Persuasive 350, 1 (2009)
Gram-Hansen, S.B.: The EDIE method – towards an approach to collaboration-based persuasive design. In: Meschtscherjakov, A., Ruyter, B., Fuchsberger, V., Murer, M., Tscheligi, M. (eds.) PERSUASIVE 2016. LNCS, vol. 9638, pp. 53–64. Springer, Heidelberg (2016). doi:10.1007/978-3-319-31510-2_5
Shahri, A., Hosseini, M., Phalp, K., Taylor, J., Ali, R.: Towards a code of ethics for gamification at enterprise. PoEM 197, 235–245 (2014)
Nicholson, S.: A user-centered theoretical framework for meaningful gamification. In: Games + Learning + Society (2012)
Timmer, J., Kool, L., Est, R.: Ethical challenges in emerging applications of persuasive technology. In: MacTavish, T., Basapur, S. (eds.) PERSUASIVE 2015. LNCS, vol. 9072, pp. 196–201. Springer, Heidelberg (2015). doi:10.1007/978-3-319-20306-5_18
Chidambaram, L., Tung, L.L.: Is out of sight, out of mind? an empirical study of social loafing in technology-supported groups. Inf. Syst. Res. 16, 149–168 (2005)
Bajdor, P., Dragolea, L.: The gamification as a tool to improve risk management in the enterprise. Ann. Univ. Apulensis: Ser. Oeconomica 13(2), 574 (2011)
Shahri, A., Hosseini, M., Phalp, K., Taylor, J., Ali, R.: Exploring and conceptualising software-based motivation within enterprise. PoEM 267, 241–256 (2016)
Shahri, A., Hosseini, M., Almaliki, M., Phalp, K., Taylor, J., Ali, R.: Engineering software-based motivation - a persona-based approach. In: RCIS, 1–12 August 2016
Forsyth, D.R.: An Introduction to Group Dynamics. Thomson Brooks/Cole, Monterey (1983)
Tuckman, B.W., Jensen, M.A.C.: Stages of small-group development revisited. Group Org. Manag. 2, 419–427 (1977)
Ellemers, N., De Gilder, D., Haslam, S.A.: Motivating individuals and groups at work: a social identity perspective on leadership and group performance. Acad. Manag. Rev. 29, 459–478 (2004)
Forsyth, D.: Group Dynamics. Cengage Learning, Belmont (2009)
Hayes, J.: The Theory and Practice of Change Management. Palgrave Macmillan, Basingstoke (2014)
Ashforth, B.E., Mael, F.: Social identity theory and the organization. Acad. Manag. Rev. 14, 20–39 (1989)
Denham, S.A.: Social cognition, prosocial behavior, and emotion in preschoolers: contextual validation. Child Dev. 57, 194–202 (1986)
McGillicuddy, N.B., Pruitt, D.G., Syna, H.: Perceptions of firmness and strength in negotiation. Pers. Soc. Psychol. Bull. 10, 402–409 (1984)
Forgas, J.P.: On feeling good and getting your way: mood effects on negotiator cognition and bargaining strategies. J. Pers. Soc. Psychol. 74, 565–577 (1998)
Kensing, F., Blomberg, J.: Participatory design: issues and concerns. Computer Support. Coop. Work (CSCW) 7, 167–185 (1998)
Acknowledgment
The research was supported by Bournemouth University through the PGR Development Fund and the FP7 Marie Curie CIG grant (the SOCIAD project). We also thank the participants in our studies for their valuable contributions.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Algashami, A., Shahri, A., McAlaney, J., Taylor, J., Phalp, K., Ali, R. (2017). Strategies and Design Principles to Minimize Negative Side-Effects of Digital Motivation on Teamwork. In: de Vries, P., Oinas-Kukkonen, H., Siemons, L., Beerlage-de Jong, N., van Gemert-Pijnen, L. (eds) Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors. PERSUASIVE 2017. Lecture Notes in Computer Science(), vol 10171. Springer, Cham. https://doi.org/10.1007/978-3-319-55134-0_21
Download citation
DOI: https://doi.org/10.1007/978-3-319-55134-0_21
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-55133-3
Online ISBN: 978-3-319-55134-0
eBook Packages: Computer ScienceComputer Science (R0)