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      I PLAY AT WORK—ten principles for transforming work processes through gamification

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          Abstract

          Gamified workplaces could be a positive and innovative solution to addressing contemporary problems in organizations. Such problems include high levels of stress, reduced sense of community, reduced loyalty and rapid changes in the workforce. To better prepare organizations for the future it may be helpful to identify and understand the potential advantages, disadvantages and areas for future research in relationship to the use of gamification for personal and organizational wellbeing. An analysis of research literature across disciplines in combination with expert opinion identified gamified workplaces as a promising strategy for promoting wellbeing. Furthermore, this paper proposes a set of 10 principles (I PLAY AT WORK) that may support gamification efforts. In addition to the value of mapping the present for the benefit of the future, there is also considerable value in reshaping core ideas related to the workplaces. Gamified workplaces can provide opportunities for a more vigorous and strategic inter-disciplinary research agenda that can stimulate investments in the area.

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          Most cited references25

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          Gamifying learning experiences: Practical implications and outcomes

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            Exploring the potential of computer and video games for health and physical education: A literature review

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                Author and article information

                Journal
                Front Psychol
                Front Psychol
                Front. Psychol.
                Frontiers in Psychology
                Frontiers Media S.A.
                1664-1078
                30 January 2014
                2014
                : 5
                : 14
                Affiliations
                [1] 1Faculty of Science, Health, Education and Engineering, School of Health and Sport Sciences, University of the Sunshine Coast Sippy Downs, QLD, Australia
                [2] 2Faculty of Arts and Business, University of the Sunshine Coast Sippy Downs, QLD, Australia
                Author notes

                Edited by: Natasha Kirkham, Birkbeck College, UK

                Reviewed by: Jennifer A. Robinson, Royal Melbourne Institute of Technology, Australia; Ingrid Richardson, Murdoch University, Australia

                *Correspondence: Florin Oprescu, Faculty of Science, Health, Education and Engineering School of Health and Sport Sciences, University of the Sunshine Coast, Locked Bag 4, Maroochydore DC QLD 4558, Australia e-mail: foprescu@ 123456usc.edu.au

                This article was submitted to Developmental Psychology, a section of the journal Frontiers in Psychology.

                Article
                10.3389/fpsyg.2014.00014
                3906598
                24523704
                abf0755b-0922-4c96-bde1-2979d8e1dd06
                Copyright © 2014 Oprescu, Jones and Katsikitis.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 01 May 2013
                : 07 January 2014
                Page count
                Figures: 0, Tables: 1, Equations: 0, References: 37, Pages: 5, Words: 4181
                Categories
                Psychology
                Hypothesis and Theory Article

                Clinical Psychology & Psychiatry
                wellbeing,gamification,organizational and personal wellbeing,gamified systems,gamified workplaces,redesign of work processes,play

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