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How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach

Ayoung Suh (School of Creative Media and Department of Information Systems, City University of Hong Kong, Kowloon, Hong Kong)
Christian Wagner (School of Creative Media and Department of Information Systems, City University of Hong Kong, Kowloon, Hong Kong)

Journal of Knowledge Management

ISSN: 1367-3270

Article publication date: 3 April 2017

4955

Abstract

Purpose

This study aims to examine how gamification increases employees’ knowledge contribution to the place of work. It develops and tests the conjecture that gamification adds hedonic value to the use of an enterprise collaboration system (ECS), which, in turn, increases in both the quality and quantity of knowledge contribution.

Design/methodology/approach

Drawing on the framework of successful gamification against a backdrop of affordance theory, this study develops and tests a theoretical model that explains the effects of gamification affordances on knowledge contribution via the use of an ECS. Empirical data were gathered from 166 employees at a global company that used a gamified ECS designed to aid knowledge sharing.

Findings

Results using structural equation modeling showed that three gamification affordances – rewardability, competition and visibility of achievement – jointly influenced employees’ perceived hedonic value of the ECS, which, in turn, increased knowledge contribution.

Practical implications

The results indicate that designing affordances that can increase hedonic value is central to facilitating employees’ knowledge contribution. However, simply incorporating game artifacts does not guarantee increased hedonic value of an ECS. Instead, assessing, monitoring and diagnosing what affordances users perceive from the use of a gamified system are important.

Originality/value

By conceptualizing gamification affordances rather than specifying the design features of enterprise applications, this study provides meaningful insights into how the benefits of gamification can be harnessed for knowledge management in organizations.

Keywords

Acknowledgements

This research was supported in part by grant No. CityU 11531016 from the Research Grants Council of the Hong Kong SAR awarded to the first author and grant No. CityU 11507815 awarded to the second author.

Citation

Suh, A. and Wagner, C. (2017), "How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach", Journal of Knowledge Management, Vol. 21 No. 2, pp. 416-431. https://doi.org/10.1108/JKM-10-2016-0429

Publisher

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Emerald Publishing Limited

Copyright © 2017, Emerald Publishing Limited

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