TY - JOUR
T1 - Project stakeholder engagement through gamification
T2 - what do we know and where do we go from here?
AU - Ingvarsson, Caroline
AU - Hallin, Anette
AU - Kier, Christof
N1 - Publisher Copyright:
© 2023, Caroline Ingvarsson, Anette Hallin and Christof Kier.
PY - 2023/7/6
Y1 - 2023/7/6
N2 - Purpose: The purpose of this paper is to explore how gamification may be used for project stakeholder engagement. Design/methodology/approach: The paper presents the results of a systematic literature review of extant research concerning the gamification of projects. Based on this, an agenda for future studies is outlined. Findings: Extant research on the gamification of projects is scarce and scattered among various disciplines, but the engineering fields dominate. The research performed does indicate that gamification may be used for involving stakeholders in projects, primarily by promoting learning, but also by engaging them, motivating action and solving problems. Research limitations/implications: In several cases, extant research display poor quality in research design and a lack in cross-disciplinary perspectives, which means that more research is needed. The users’ perspective is often lacking. Furthermore, the ideas gamification might be “hidden” within other technologies. Practical implications: The findings of this research may assist project management practitioners in the endeavor of adopting gamification principles to better involve stakeholders. Originality/value: The study fills a gap in summarizing the research on how gamification may be used to promote project stakeholder engagement. Based on this, it proposes a research agenda for future research on the use of gamification to promote project stakeholder engagement.
AB - Purpose: The purpose of this paper is to explore how gamification may be used for project stakeholder engagement. Design/methodology/approach: The paper presents the results of a systematic literature review of extant research concerning the gamification of projects. Based on this, an agenda for future studies is outlined. Findings: Extant research on the gamification of projects is scarce and scattered among various disciplines, but the engineering fields dominate. The research performed does indicate that gamification may be used for involving stakeholders in projects, primarily by promoting learning, but also by engaging them, motivating action and solving problems. Research limitations/implications: In several cases, extant research display poor quality in research design and a lack in cross-disciplinary perspectives, which means that more research is needed. The users’ perspective is often lacking. Furthermore, the ideas gamification might be “hidden” within other technologies. Practical implications: The findings of this research may assist project management practitioners in the endeavor of adopting gamification principles to better involve stakeholders. Originality/value: The study fills a gap in summarizing the research on how gamification may be used to promote project stakeholder engagement. Based on this, it proposes a research agenda for future research on the use of gamification to promote project stakeholder engagement.
KW - Integrative review
KW - Project stakeholders
KW - Project tools and techniques
KW - Stakeholder engagement
UR - http://www.scopus.com/inward/record.url?scp=85164480617&partnerID=8YFLogxK
U2 - 10.1108/IJMPB-07-2022-0170
DO - 10.1108/IJMPB-07-2022-0170
M3 - Review Article or Literature Review
AN - SCOPUS:85164480617
SN - 1753-8378
VL - 16
SP - 152
EP - 181
JO - International Journal of Managing Projects in Business
JF - International Journal of Managing Projects in Business
IS - 8
ER -