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DC Field | Value | Language |
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dc.contributor.author | Sammut, Ryan | - |
dc.contributor.author | Seychell, Dylan | - |
dc.contributor.author | Attard, Neville | - |
dc.date.accessioned | 2022-03-02T08:27:38Z | - |
dc.date.available | 2022-03-02T08:27:38Z | - |
dc.date.issued | 2014 | - |
dc.identifier.citation | Sammut, R., Seychell, D., & Attard, N. (2014). Gamification of project management within a corporate environment: An exploratory study. In 2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), Valletta. | en_GB |
dc.identifier.uri | https://www.um.edu.mt/library/oar/handle/123456789/90108 | - |
dc.description.abstract | This study sought to understand the concept of Gamification, the science that drives it, how to successfully implement Gamification and the issues that may arise when Gamification is introduced in a corporate environment. This was achieved through the development of 2 artifacts that were used in an experimental exercise to test the relevance and acceptance of Gamification in Project Management. Due to the limited secondary data available related to Gamification for project management within a corporate environment, this research project conducts exploratory, qualitative research to provide further insight in relation to this topic. Encouraging data in favour of the introduction of Gamification was extracted with a number of discussion points which require further evaluation. | en_GB |
dc.language.iso | en | en_GB |
dc.publisher | IEEE | en_GB |
dc.rights | info:eu-repo/semantics/restrictedAccess | en_GB |
dc.subject | Project management -- Case studies | en_GB |
dc.subject | Games | en_GB |
dc.subject | Interviews | en_GB |
dc.subject | Education -- Case studies | en_GB |
dc.subject | Data mining -- Case studies | en_GB |
dc.subject | Context-aware computing | en_GB |
dc.title | Gamification of project management within a corporate environment : an exploratory study | en_GB |
dc.type | conferenceObject | en_GB |
dc.rights.holder | The copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder | en_GB |
dc.bibliographicCitation.conferencename | 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) | en_GB |
dc.bibliographicCitation.conferenceplace | Valletta, Malta, 09-12/09/2014 | en_GB |
dc.description.reviewed | peer-reviewed | en_GB |
dc.identifier.doi | 10.1109/VS-Games.2014.7012158 | - |
Appears in Collections: | Scholarly Works - FacICTAI |
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Gamification_of_project_management_within_a_corporate_environment.pdf Restricted Access | 85.6 kB | Adobe PDF | View/Open Request a copy |
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