Strategies and design principles to minimize negative side-effects of digital motivation on teamwork

Abdullah Algashami*, Alimohammad Shahri, John McAlaney, Jacqui Taylor, Keith Phalp, Raian Ali

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

13 Citations (Scopus)

Abstract

Digital Motivation in business refers to the use of technology in order to facilitate a change of attitude, perception and behaviour with regards to adopting policies, achieving goals and executing tasks. It is a broad term to indicate existing and emerging paradigms such as Gamification, Persuasive Technology, Serious Games and Entertainment Computing. Our previous research indicated risks when applying Digital Motivation. One of these main risks is the impact it can have on the interpersonal relationships between colleagues and their individual and collective performance. It may lead to a feeling of unfairness and trigger negative group processes (such as social loafing and unofficial clustering) and adverse work ethics. In this paper, we propose a set of strategies to minimize such risks and then consolidate these strategies through an empirical study involving managers, practitioners and users. The strategies are then analysed for their goal, stage and purpose of use to add further guidance. The strategies and their classification are meant to inform developers and management on how to design, set-up and introduce Digital Motivation to a business environment, maximize its efficiency and minimize its side-effects on teamwork.

Original languageEnglish
Title of host publicationPersuasive Technology
Subtitle of host publicationDevelopment and Implementation of Personalized Technologies to Change Attitudes and Behaviors - 12th International Conference, PERSUASIVE 2017, Proceedings
EditorsHarri Oinas-Kukkonen, Peter W. de Vries, Liseth Siemons, Nienke Beerlage-de Jong, Lisette van Gemert-Pijnen
PublisherSpringer Verlag
Pages267-278
Number of pages12
ISBN (Print)9783319551333
DOIs
Publication statusPublished - 2017
Externally publishedYes
Event12th International Conference on Persuasive Technology, PERSUASIVE 2017 - Amsterdam, Netherlands
Duration: 4 Apr 20176 Apr 2017

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume10171 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference12th International Conference on Persuasive Technology, PERSUASIVE 2017
Country/TerritoryNetherlands
CityAmsterdam
Period4/04/176/04/17

Keywords

  • Digital motivation
  • Gamification
  • Motivation engineering
  • Persuasive technology

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