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The purpose of this study is to research the impact of enterprise social software on performance management in order to explain the statement of this thesis: performance management can benefit from social software. The thesis first defines the emergent collaborative performance management and enterprise social software systems against the background of the need for ‘modernized’ Human Resource systems. Then, interviews were conducted in order to determine the critical success factors of implementing enterprise social software into business systems and processes. Finally, the derived critical success factors are discussed and compared to different assumptions that are made in literature about the impact of enterprise social software on performance management.
It was concluded that performance management can benefit from enterprise social software, but under specific conditions such as rules and policies. Organizations that embrace new technologies and use enterprise social software in compliance with their objectives, strategies and policies can enjoy increased productivity and a collaborative business culture with highly engaged employees.
Gamification has been a hotly debated topic since 2010, when it was coined as an official term. The promising effects of the application of gaming elements in a non-game context include enhancement of motivation and performance. For this reason, interest aroused especially for the application of gamification in a corporate context. However, to date there has been only little academic research on the assessment of particular gaming elements and their motivational implications in specific fields of management. On this status quo grounds the aim of this thesis. In a comprehensive literature review the motivational background of games is assessed. Based on this analysis, the particular gaming elements were matched with the theories of motivation to assess the ways in which game elements that can trigger motivation. To gain further insights into valuable application fields of gamification, the previous findings about the analyzed gaming elements are matched with the critical success factors of knowledge management, change management and performance management. The information acquired of the respective application fields reveal relevant insights to consider for a practical implementation.
Die vorliegende Arbeit untersucht die Relevanz von Gamification im Bereich des Recruitings und deren psychologische Wirksamkeit. Die Hypothesen "Die Wirksamkeit von Gamification im Hinblick auf den Bereich Recruiting aus psychologischer Sicht" und "Das Thema Gamification im Recruiting ist derzeit noch irrelevant, diese Einschätzung wird sich in den nächsten Jahren ändern" wurden analysiert und bewertet. Um die Hypothesen untersuchen zu können, wurde der aktuelle Stand der Literatur ermittelt und eine Befragung unter Berufstätigen durchgeführt. Die Analyse zeigt, dass Gamification einen psychologischen Effekt auf den Bewerber ausüben kann. Momentan ist das Thema jedoch noch ein Schwerpunktbereich, der in Zukunft ausgebaut werden muss, um sich zu etablieren. Die Ergebnisse der Umfrage lassen eine neue Debatte darüber entfachen, ob die traditionelle Rekrutierung obsolet wird oder nicht.