Innovative and dynamic project management: a gamification approach
DOI:
https://doi.org/10.5585/gep.v10i2.11008Keywords:
Project Management. Innovation. Gamification. Engagement. MotivationAbstract
The aim of the research is to analyze the use of gamification for the motivational engagement of teams and stakeholders, they are fundamental in project management. The research also aims to broaden the knowledge for a possible use of the tool in a way that is adequate to meet the management needs of the project. A bibliographic, descriptive and qualitative review was carried out. The concepts involved in the process of using gamification in the context of project management were analyzed. It was considered the use of intrinsic and extrinsic dimensions defended in the theory of self-determination. In addition to the use of a questionnaire, on-line, in search of better results adhering to the strategy to reach the goals and purposes in the organizational projects. The results were that the use of an innovative and dynamic technology such as gamification contributes to the success of the project. Through activities aimed at achieving goals and objectives defined and aligned with the strategy, it is possible to monitor the indicators in real time in the execution and monitoring phase of the project. The research also shows that the use of gamification can lead to improved communication and interaction among participants as well as allowing the use of extrinsic and intrinsic motivation through bonus strategies. This makes people achieve their own goals and consequently those of organizations. Such attitudes raise project success indicators with the purpose of eliminating waste and creating value for the business overcoming personal and cultural limitations of its collaborators.
References
Anderson, J., & Rainie, L. (2012). The future of gamification. Pew Research Center. Recuperado em abril de 2018 de: http://www.pewinternet.org/2012/05/18/the-future-of- gamification/
Bartle, R. (1996). Hearts, clubs, diamonds, spades: players who suit MUDs. The Journal of Virtual Environments, 1. Recuperado em março de 2019 de: http://www.arise.mae.usp.br/wp-content/uploads/2018/03/Bartle-player-types.pdf
Biloch, A., & Löfstedt, A. (2013). Gamification and performance management: A tool for driving competitiveness through employee Engagement.
Burke, B. (2015). Gamificar: Como a gamificação motiva as pessoas a fazerem coisas extraordinárias. São Paulo: DVS.
Carvalho, M. M. de, & Rabechini JR., R. (2015). Fundamentos em gestão de projetos: construindo competências para gerenciar projetos. 4. ed. São Paulo: Atlas.
Cavalcante, M. M., Siqueira, M. M. M., & Kuniyoshi, M. S. (2014). Engajamento, bem-estar no trabalho e capital psicológico: um estudo com profissionais da Área de gestão de pessoas. Revista Pensamento e Realidade, 29, 42-63.
Cerasoli, C. P., Nicklin, J. M., & Ford, M. T. (2014). Intrinsic Motivation and Extrinsic Incentives Jointly Predict Performance: A 40-Year Meta-Analysis. Psychological Bulletin, 140, 980-1008.
Chartered Institute of Personnel and Development. (2012). Managing for sustainable employee engagement - Guidance for employers and managers. Recuperado em julho de 2018 de: https://www.cipd.co.uk/Images/managing-for-sustainable-employee-engagement-guidance- for-employers-and-managers_2012_tcm18-10753.pdf
Cohen, R. (2017). Gamification em help desk e service desk: promovendo engajamento e motivação no século 21 em centros de suporte, help desk e service desk. São Paulo: Novatec.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finlândia.
ESA. (2017). Essential Facts About the Computer and Video Game Industry. Entertainment Software Association. Recuperado em novembro de 2017 de: http://www.theesa.com/wp-content/uploads/2017/09/EF2017_Design_FinalDigital.pdf
Gallup. (2013). State of The American Workplace Report. Recuperado em julho de 2018 de: https://www.gallup.com/file/services/176708/State_of_the_American_Workplace_ .
Google Trends. (2018a). Consulta da palavra Gamification no Google Trends. Recuperado em 22 de abril de 2018 de: https://trends.google.com/trends/explore?date=all&q=gamification
Google Trends. (2018b). Consulta da palavra Gamificação no Google Trends. Recuperado em 22 de abril de 2018 de: https://trends.google.com/trends/explore?date=all&q=gamificação
Gray, D., Brown, S., & Macanufo, J. (2012). Gamestorming: jogos corporativos para mudar, inovar e quebrar regras. Rio de Janeiro: Alta Books.
Joslin, R., & Müller, R. (2015). Relationships between a project management methodology and project success in different project governance contexts. International Journal of Project Management, 33(6), 1377-1392.
Marconi, M. J., Lakatos, E. M. (1999). Técnicas de pesquisa. São Paulo: Atlas.
Pink, D. (2010). Motivação 3.0: os novos fatores motivacionais que buscam tanto a realização pessoal quanto profissional. Rio de Janeiro: Elsevier.
PMI. Project Management Institute. (2017). A guide to the project management body of knowledge - PMBok. 6. ed. Pennsylvania: Project Management Institute.
Prodanov, C.C. & Freitas, E.C. (2013). Metodologia do Trabalho Científico: Métodos e Técnicas da Pesquisa e do Trabalho Acadêmico (2a. ed.). Novo Hamburgo: Universidade Fee Vale.
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and wellbeing. American Psychologist, 55, 68-78.
SCRUMstudy. (2013). A guide to the scrum body of knowledge - SBOK. 3. ed. Phoenix: SCRUMstudy.
Severino, A. J. (2017). Metodologia do trabalho científico. Cortez editora.
Silva, F. B. (2016). Gerenciamento de Projetos fora da caixa: fique com o que é relevante. Rio de Janeiro: Alta Books.
Veras, M. (2016). Gestão Dinâmica de Projetos: Life Cycle Canvas. Rio de Janeiro: Brasport.
Veras, M. (2017). Negócio baseado em projetos. Rio de Janeiro: Brasport.
Veras, M., & Campelo, B. (2016). Life Cycle Canvas: gestão dinâmica de projetos. Revista Mundo PM, 70.
Vianna, Y.; Vianna, M.; Tanaka, S. (2013). Gamification, Inc.: como reinventar empresas a partir de jogos. 1. ed. Rio de Janeiro: MJv Press.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2019 Revista de Gestão e Projetos
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.