TY - JOUR T1 - Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification JF - Technology Innovation Management Review Y1 - 2015 A1 - Umar Ruhi KW - aesthetics KW - behaviour change KW - dynamics KW - enterprise gamification KW - gameful design KW - gamification KW - human-computer interaction KW - mechanics KW - persuasive technologies KW - user experience AB - Gamification initiatives are currently top-of-mind for many organizations seeking to engage their employees in creative ways, improve their productivity, and drive positive behavioural outcomes in their workforce – ultimately leading to positive business outcomes on the whole. Despite its touted benefits, little empirical research has been done to date to investigate technological and individual personal factors that determine the success or failure of enterprise gamification initiatives. In this article, we provide a summary of our preliminary research findings from three case studies of gamification initiatives across different business contexts and present an empirically validated descriptive framework that details the key success factors for enterprise gamification. Our adaptation of the mechanics, dynamics, and aesthetics (MDA) framework for enterprise gamification aims to explicate the connections between end-user motivations, interactive gameplay elements, and technology features and functions that constitute effective gamification interventions in the enterprise. Following a discussion of the core elements in the framework and their interrelationships, the implications of our research are presented in the form of guidelines for the management and design of gamification initiatives and applications. The research findings presented in this article can potentially aid in the development of game mechanics that translate into positive user experiences and foster higher levels of employee engagement. Additionally, our research findings provide insights on key success factors for the effective adoption and institutionalization of enterprise gamification initiatives in organizations, and subsequently help them enhance the performance of their employees and drive positive business outcomes. PB - Talent First Network CY - Ottawa VL - 5 UR - http://timreview.ca/article/918 IS - 8 U1 - University of Ottawa Umar Ruhi is an Assistant Professor of Information Systems and E-Business Technologies at the Telfer School of Management at the University of Ottawa, Canada, and a Research Associate at the IBM Centre for Business Analytics & Performance. His teaching and research interests include end-user computing, knowledge management, social computing, and consumer health informatics. His empirical research projects are predicated upon an interdisciplinary socio-technical perspective of contemporary technology applications and related organizational practices and end-user behaviour. His research projects incorporate the use of behavioural methods as well as design-science research approaches. Umar received his PhD in Information Systems from the DeGroote School of Business at McMaster University in Hamilton, Canada. His doctoral dissertation won the Best Doctoral Thesis award conferred by the German Society for Online Research (DGOF). Before joining academia on a full-time basis, Umar worked as an information technology professional and a management consultant for a variety of enterprise technology initiatives with various private and public sector organizations. More information about Umar is available at his website: umar.biz ER -