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Use of Gamification by Deloitte and Its Impact on Other Leading Brands

Autor:   •  February 28, 2018  •  10,843 Words (44 Pages)  •  521 Views

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10

STATEMENT OF PROBLEM ............................................................................................ 10

OBJECTIVES ...................................................................................................................... 11

BACKGROUND AND REVIEW OF LITRATURE .............................................................. 13

GAME MECHANICS IN GAMIFICATION...................................................................... 13

IDENTIFYING THE PROBLEM AND APPLYING THIS TO ONBOARDING ............. 13

USING GAMIFICATION FOR LEARNING & DEVELOPMENT ...................... ERROR! BOOKMARK NOT DEFINED.

THEORETICAL FRAMEWORK ....................................................................................... 15

PLANNED RESEARCH METHODOLOGY ......................................................................... 17

DATA COLLECTION & SAMPLING FRAME ................................................................ 17

SURVEY RESOURCE INSTRUMENT & CONSTRUCT MEASUREMENT................. 17

DATA ANALYSIS PROCEDURES................................................................................... 18

HYPOTHESIS ......................................................................................................................... 19

ANALYSIS AND RESULTS .................................................................................................. 20

DEMOGRAPHIC RESULTS .............................................................................................. 20

ANALYSIS OF THE SURVEY QUESTIONS................................................................... 23

RESULTS AND EVALUATION............................................................................................ 26

SUMMARY ............................................................................................................................. 30

FINDINGS ........................................................................................................................... 30

OTHER SIGNIFICANT FINDINGS .................................................................................. 30

LESSONS LEARNED......................................................................................................... 31

CONCLUSION .................................................................................................................... 31

RECOMMENDATIONS ..................................................................................................... 32

FUTURE ACTIVITY .......................................................................................................... 32 PROSPECTS FOR FURTHER WORK .............................................................................. 33

REFERENCES ........................................................................................................................ 33

APPENDICES ......................................................................................................................... 39

APPENDIX A. SURVEY QUESTIONS............................................................................. 39

LIST OF FIGURES

THEORETICAL FRAMEWORK FOR THIS STUDY .......................................................................... 16

SURVEY RESULTS MALE TO FEMALE RESPONDENTS ................................................................ 21

SURVEY RESULTS AGE BREAKDOWN ........................................................................................ 22

SURVEY RESULTS YEARS WORKED .......................................................................................... 23

DIGNAN’S FEEDBACK LOOP. ..................................................................................................... 25

GAMIFICATION FRAMEWORK MODEL FIRST MODEL FRAMEWORK........................................... 27

GAMIFICATION FRAMEWORK MODEL FIRST MODEL FRAMEWORK (IMPROVED) ...................... 28

LIST OF TABLES

THE FIVE DIFFERENT POINTS SYSTEMS .................................................................................... 13

MOTIVATIONAL PAIRS (RESPONSES)......................................................................................... 26

ABSTRACT

Gamification is a new concept at the workplace. Corporations and companies are using Gamification to help solve organizational problems such as employee commitment, knowledge and association. Gamification is more than just game playing in the workplace: it is using game components in real world scenarios. Until now, a few academic findings have found the various Gamification frameworks. This report bridges the gap between the various frameworks of Gamification that exist in business and examines how it relates to game theory and the psychology of motivation, in order to prove that Gamification has merit and that under ideal circumstances it is beneficial to implement in the workplace.

The methods of research involved studying several frameworks and designs for Gamification, using qualitative methods like exploring and analysing existing literature to show that there is academic excellence to these models and frameworks. Personal Interaction with two companies (Deloitte and PWC) is used; Deloitte is using

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