Results from deploying a participation incentive mechanism within the enterprise
By Rosta Farzan, Joan Morris DiMicco, David R. Millen, Casey Dugan, Werner Geyer, Beth Brownholtz. International Conference on Human Factors in Computing Systems, 2008
302 citations recorded by the source corpus.
Subfields: Communication, Information Systems and Management, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/2c239224f2e8bb1bd8f0479a925f4d3fbe99eb59
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Communication
- Jonathan T. Grudin
- Kristina Lerman
- Juho Hamari
- Jonna Koivisto
- Meredith M. Skeels
- Emmanuelle Vaast
- Paul M. Leonardi
- Anne Archambault
In Information Systems and Management
- Juho Hamari
- Jonna Koivisto
- Kristina Lerman
- Daphne Ruth Raban
- Sheizaf Rafaeli
- Ganit Richter
- Nannan Xi
- Richard N. Landers
In Sociology and Political Science
- Juho Hamari
- Jonna Koivisto
- Harri Sarsa
- Klaus Opwis
- Alexandre N. Tuch
- Elisa D. Mekler
- Florian Brühlmann
- Jonathan T. Grudin
Citations in the corpus
- LibRA (2019, unknown): “Increased social media interactions within the workplace, through platforms such as IBM’s Beehive, were found to improve both personal and professional networking, career advancements, and innovation [36, 37, 42, 50].”
- "Working out for likes": An empirical study on social influence in exercise gamification (2015, unknown): “…& Korhonen, 2013; Simões, Díaz Redondo, & Fernández Vilas, 2013), commerce (Hamari, 2013, 2015), intra-organizational communication and activity (Farzan et al., 2008a, 2008b; Thom, Millen, & DiMicco, 2012), government services (Bista, Nepal, Paris, & Colineau, 2014), public engagement (Tolmie,…”
- Studying Gamification: The Effect of Rewards and Incentives on Motivation (2015, background): “This idea is worth further examination in light of the increased use of gami-fi cation systems in the workplace (Farzan et al., 2008 ), learning processes and educational environments (Jackson et al., 2009 ; McNamara et al., 2010 ; Muntean, 2011 ; Raban & Geifman, 2009 ; Rafaeli et al., 2003 ; Ravid…”
- Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements (2013, background): “While the aforementioned studies point towards a possible detrimental effect of game elements on intrinsic motivation [9, 23], this might have been due to users feeling pressured to engage in the social networking service of their employer [3].”
- When social networks cross boundaries: a case study of workplace use of facebook and linkedin (2009, background): “participation points and found a short-lived effect [6].”
- Social Media Use in Organizations: Exploring the Affordances of Visibility, Editability, Persistence, and Association (2013, unknown): “Furthermore, results from Farzan et al.’s (2008) experiment regarding incentives for SNS participation at IBM suggested many users patterned contributions in a way that would increase recognition from others and garner rewards.”
- Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014, background): “Points [4][13][15][16][23][27][34] [37][41]”
- On Quitting: Performance and Practice in Online Game Play (2017, background): “Other works have looked at how people play games, and use computers generally (Farzan et al. 2008; Gutwin et al. 2016; Cockburn, Quinn, and Gutwin 2015; Griffiths 1993; Ryan, Rigby, and Przybylski 2006).”
- Demographic differences in perceived benefits from gamification (2014, background): “Consistently with prior research on gamification (Farzan et al., 2008; Hamari, 2013), the results show that perceived usefulness, enjoyment, and playfulness tend to diminish with time using the service, suggesting that gamification could have some novelty value causing perceptions of usefulness and…”