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Introduction
Engaging people to participate fully in an online collaborative decision-making activity can be challenging. People are very busy, juggling competing demands for their time. Gamication has been used in a variety of environments to incent participation and increase participation (Thom, 2012). In this project, we investigate how gamication can be used to incent and motivate people to participate in and contribute to collaborative decision-making activities. Our approach is to add game dynamics to decision-making tools to see if game dynamics enhance peoples participation and experience in the decision making process. We developed two decision tools based on ThinkLets (Briggs, 2003) (brainstorming and fast focus) and integrated them into SAP StreamWork, a social media platform that supports enterprise-wide and inter-organizational group collaboration through common tools such as pro/con lists, ranking lists, SWOT tables, and polls (Kanaracus, 2010). We added game dynamics to each of the tools. For brainstorming, we added a Leaderboard, Achievements, and a Progress bar. For the fast focus tool which is designed to extract a clean list of key issues at a useful level of abstraction from the results of a brainstorming activity, we added Points, a Leaderboard, and Achievements. We designed an experiment to test the following hypotheses: H1: Users will be more satised with the outcome of the collaborative activity when game elements are used in the online collaboration. H2: Users will be more satised with the process of the collaborative activity when game elements are used in the online collaboration. H3: Users will contribute more and engage more in the collaborative activity when game elements are used.
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Brain Storming Phase
Results
7.1 5.68 4.26 2.84 1.42 0 Percentage of Users Generating 100% at least 5 Ideas in Brainstorming 75% 50%
Gamied Non Gamied 7.1 5.5 4.5 5.5 6 4.95
Groups of 3 Groups of 4
Overall
77.8% 41.6%
75% 50%
75.8% 45%
25% 0%
Reshufe the lists and repeat until you get enough ideas in your nal list
Groups of 3 Groups of 4
8 7.75
Overall
Each user should Suggest at most one idea from their list
The idea can be a verbatim copy of an idea, a rephrasing of one of the ideas, or a combination of more than one of the ideas.
7.4
7.5
7.625
7.66
2 0 8 6 4 2 0 Groups of 3
392 5.3 4.25 4.8 3 5 3.8
Groups of 3
Groups of 4
Overall
Groups of 4
391 283
Overall
391 245
392 Average Time Spent on a Discussion, Per Discussion 294 (in Seconds) in Clarication & Reduction Phase 196 98
Gamied Non Gamied
228
Groups of 3 Groups of 4
1645
Overall
Evaluation
In two sections of a graduate level project management course, we asked groups of 3-5 people to engage in a project selection decision-making task using brainstorming followed by a clarication and reduction phase. Half of the groups (9) used non-gamied versions of the tools and half of the groups (9) used gamied versions of the tools. We compared the two sets of groups according to measures such as: amount of time spent in the decision making activity; number of ideas put forward; and number of participants who contribute. We invited participants to answer a survey to measure their satisfaction with the decision-making process and the outcomes.
Survey Results
Users were equally satised with the process and with the outcome. 8 users in the Gamied version commented that they liked the experience and the activity was great for them. Only one person in the Non Gamied version made the same comment.
1645 Average Length of Discussion, Per Discussion (in Characters) in 1316 Clarication & Reduction Phase 987
Gamied Non Gamied
1506
658 329 0
836
Groups of 3 Groups of 4
27.25
Overall
26.15
Average Lines of Discussion, 27.25 Per Discussion in 21.8 Clarication & Reduction Phase 16.35
Gamied Non Gamied
24.25
Acknowledgments:
10.9 5.45 0
15.7 12.3
13.3
This research was funded by an NSERC Collaborative Research and Development Grant with SAP.
Groups of 3 Groups of 4
Overall