The role of gamification technology in organizationsustainability of behaviors

  • سال انتشار: 1401
  • محل انتشار: دومین کنفرانس بین المللی پژوهش ها و دستاوردهای نو در علوم، مهندسی و فناوری های نوین
  • کد COI اختصاصی: SETBCONF02_032
  • زبان مقاله: انگلیسی
  • تعداد مشاهده: 264
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نویسندگان

Ali Faraji

Assistant Professor, Department of Industrial Design, College of Fine Arts, University of Tehran,Tehran, Iran.

Amir Hossein Asghari Tavana

MA Student, Department of Industrial Design, College of Fine Arts, University of Tehran, Tehran, Iran.

چکیده

Given climate change and its adverse dangers in the environmental, economic andsocial spheres and the concerns of the international community, fundamental changesare needed in all human activities. One of the main goals of organizations is to takesteps toward sustainable behaviors. In recent years, gamification technology has beenone of the most successful methods that has had a tremendous impact on education.Organizations have also used this method to increase employee motivation andeffectiveness. Therefore, gamification technology can be used to quickly train andinform employees, motivate and accustom sustainable behaviors. This study providesa framework to increase employee awareness when making decisions with sustainablevision as well as the impact of training on sustainable behavior. This paper is subjectresearch and is achieved through the study of library documents and research. It isfound that the most used area in the field of resource and information management,followed by lean production and product life cycle, and the least risk management.Gamification technology can be used to train, brainstorm, and get things done. Themost commonly used style is simulation games and the most commonly usedmechanism is the feedback mechanism. Simulation games predict things before theyare done and training during the operation. The feedback mechanism is appropriatefor training and scoring as the primary stimulus. Then the goal and scope model forgamification and its design is obtained. It is concluded that the most gamification focusis on environmental sustainability and the impact depends on two factors, propermanagement and design.

کلیدواژه ها

Gamification technology, Organization, Training, Sustainable behavior

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