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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Information systems success: The quest for the
dependent variable. Information Systems
Research</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Data-Driven Gamification Design: An Enterprise Systems Perspective from the Front Line</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Copyright © by Marigo Raftopoulos. Copying permitted for private and academic purposes. In: M. Meder, A. Rapp, T. Plumbaum, and F. Hopfgartner (eds.): Proceedings of the Data-Driven Gamification Design Workshop</institution>
          ,
          <addr-line>Tampere, Finland, 20-September-2017, published at</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Meder</institution>
          ,
          <addr-line>M., and Plumbaum, T.</addr-line>
          <institution>, 2017. A Primer on Data-Driven Gamification Design, Competence Center for Information Retrieval &amp; Machine Learning, DAI-Labor, Technische Universität Berlin</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>1992</year>
      </pub-date>
      <volume>3</volume>
      <issue>1</issue>
      <abstract>
        <p>The need for data-driven gamification in enterprise systems is essential for the design, development and implementation of robust management information systems capability. However, the gamification of enterprise systems need to look beyond the user interface as a key driver of the effectiveness of system design and implementation by taking a more holistic approach. A survey was undertaken of 25 global organisations that have implemented a gamification project which found that enterprises are reporting positive results from gamification projects, but are also claiming that there's still room for improvement across many operational areas. In particular, there are effectiveness issues associated with technology and vendor maturity, and a need to improve the capabilities of organisations in the design and implementation of gamification projects. Design was considered to be a collaborative activity amongst stakeholders, and the process and inclusiveness of the design process was considered to be just as important as the specific design elements employed.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Data-driven gamification design (DDGD) has been
defined as the automation of the gamification design
process using data mining and algorithms to
personalise the user experience [30]. This domain has
arisen out of the need to overcome the perceived
problem in gamification design in assigning game
appropriate design elements to motivate users and to
maximise their expected contribution to the overall
system goal [31].</p>
      <p>The need for data-driven gamification in enterprise
systems can be considered important for the design,
development and implementation of robust
management information systems (IS) capability.
Decision support systems (DSS) and in particular
business intelligence systems (BI) are critical for
enterprise management decision making [1] [2] [3] and
have been subject to extensive research on user
acceptance and utilisation of this technology [4] [5] [6].
Information systems have also recently been subject to
how they can be gamified to improve motivational
affordances [7] [8] [9]. Research has also focussed on a
wide range of fields that include the use gamification
mechanics and dynamics [10], experimentation of
using then taking away gamification elements as a test
for its stickiness [11], an exploration of gamification
effects on user constructs [12], and the development of
a modelling language for information systems use [13].</p>
      <p>BI software is a collection of decision support
technologies for the enterprise aimed at enabling
knowledge workers such as executives, managers, and
analysts to make better and faster decisions [6] [14]
[27]. Cognitive and behavioural sciences have
traditionally produced empirical information that has
assisted in the design of decision support systems from
a human-computer interaction perspective [15] [17]
and more recently, gamification has been used to
develop more engaging user interfaces to encourage
asset utilisation [16] [18] and user enjoyment [15] [10].</p>
      <p>
        The contention of this paper is that gamification of
enterprise systems needs to look beyond the user
interface or motivational affordances as a key driver of
the effectiveness of system design and implementation.
A gamified enterprise system has essentially two
interdependent components; a front-end and a back-end
[
        <xref ref-type="bibr" rid="ref8">19</xref>
        ]. The front-end relates to the motivational
affordances and user interaction elements, which has
been the focus area of gamification researchers and
practitioners. However, the back-end, relating to DSS
and BI systems design and implementation, has not
received as much attention. As an emerging domain,
DDGD is focussed on the motivational affordances to
match or personalise game design elements to user,
however, research in management information systems
informs us that the engaging design of user interfaces is
only one of many determinants of the success of an
information system [20] [6] [4]. Therefore, the need for
a more holistic approach to DDGD is important for its
ongoing growth and maturity.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Research Focus</title>
      <p>To delve deeper into understanding how gamification
can be designed and implemented as a holistic system,
a research project was undertaken to investigate the
direct experience of organisations that have
experimented with gamification in their business
processes in order to identify the key enablers, barriers,
and capabilities for successful implementations. This
research was one of three inter-related research studies
undertaken as a part of a doctoral research program that
also developed and published a gamification design
process [32] and gamification taxonomy [28].</p>
      <p>This research found that what was missing from the
current discourse in gamification research was a lack of
first-hand perspectives from enterprise project leaders
on the procurement, development and integration of
gamification with enterprise systems and processes,
and on navigating the internal systemic, cultural and
decision-making processes required for effective
implementation.</p>
      <p>To address this gap, the focus of the research project
involved a confidential, in-depth online survey of 25
global organisations that have implemented an
enterprise gamification project. This was a selective
sample based on organisations that have implemented a
gamification project. A total of 40 organisations were
contacted and 25 had agreed to participate in the
survey. In all cases, the project leader who was
responsible for the gamification project had completed
the survey. The combined projects in this sample
equated to 11.4 million users (a combination of both
internal staff and external customers or stakeholders)
that have been affected by these gamified enterprise
applications.</p>
      <p>Most previous research in the enterprise gamification
domain has focused on an evaluation of peer-reviewed
studies or experiments undertaken in single
organisations. Thus, an opportunity was identified in
this study to survey a cross-section of global
organisations based on their direct experiences with
enterprise gamification across a range of strategic and
operational factors, to ascertain their common views on
enablers and barriers to successful enterprise
gamification implementation. The organisations were
large global companies with operations in the US,
Europe, India and Australia, and the projects were a
mix of internal facing (staff) and external facing
(customers) gamification projects.</p>
      <p>A total of 17 multiple choice questions were asked on
a range of operational areas, and three sets of questions
using 5-point Likert scales for responses to 20
subquestions relating to organisational experiences with
designing and implementing a gamification project
over a range of strategic and operational areas. In
addition to these structured questions, three open-ended
questions were asked on the topics of key success
factors, barriers to success, and recommendations on a
design process. Due to space limitations, and relevance
to this call, only the results of the three open-ended
questions are presented in this paper.</p>
      <p>The procedure for analysing the data from the
openended questions commenced with the documentation of
themes using a code-book method which was then used
for the systematic evaluation of the text-based
responses. Card sorting and affinity mapping methods
were used to provide a broad visual display of all the
key words/phrases and this then enabled the grouping
of responses into themes and categories. This then
enabled the quantitative analysis of the qualitative data.</p>
      <p>The key theme that had emerged out of the
openended questions was that the factors raised by
respondents tended to cluster around the three
categories of management, technology and design
issues related to the gamification project. Further
investigation showed that this three-part classification
of technology, design and management is not
uncommon and is a widely used schema in information
systems research [33].</p>
      <p>Each of these three categories are explored in detail
within each of the open-ended questions in the
following section of this paper.
3
3.1</p>
    </sec>
    <sec id="sec-3">
      <title>Results and Discussion</title>
      <sec id="sec-3-1">
        <title>Question 1: Key Success Factors</title>
        <p>Respondents were asked: “Please name up to three
strategies that were key to the relative success of your
project”, and a total of 42 responses were received.
Management factors received 43% of overall
responses, design received 36% and technology 21%.
In relation to management, the key success factors that
were raised included:
 Project management. This included stakeholder
engagement and management, communication,
sponsorship, and building internal networks.

</p>
        <p>Teamwork. This included interdepartmental
cooperation, teamwork with vendors and consultants
and participation of stakeholders.</p>
        <p>Measurement. This included the setting of clear
goals, targets and key performance indicators
(KPIs), as well as measuring and reporting on
performance against KPIs.</p>
        <p>In relation to design, the key success factors that were
raised included:
 Design aspects. This included setting design
objectives and design principles, possessing design
skills and an understanding of motivational
psychology, prototyping and testing, and aligning
game elements to business goals.
 Target audience. This included understanding of the
target audience, organisational culture, and
undertaking a deep analysis of the players.</p>
        <p>In relation to technology, the key success factors that
were raised included:
 Agile development. This included flexible and
iterative development, usability testing, internal
support and freedom to select and develop the right
technology, and learning from mistakes.
 Technology. This included two key themes – the
experience of the vendor, and the flexibility of the
gamification platform to meet project requirements.
Respondent sentiment on what was critical to the
success of their gamification project is illustrated in the
sample responses listed below:
 “Interdepartmental cooperation was essential – IT,</p>
        <p>HR, Marketing, Financial Planning.”
 “We started with a test and learn phase (beta)
developed by a small, tight, focused team over a
long gestation period (24 months).”
 “It was designed and built brick by brick, and we
never lost focus of what we wanted to achieve.”
It appears as if most enterprises treat a gamification
project as they would any other project management
exercise, with results indicating the key to successful
implementation centres around project integration and
business transformation. This brings into question the
need to distinguish what parts of an enterprise
gamification project are unique to gamification, and
which parts are standard project management issues if
they are to be managed effectively.</p>
        <p>A deeper investigation of these responses suggests
that there may be two key considerations for
developing and implementing an enterprise
gamification project: (a) the unique challenges of
gamification in terms of generating an appropriate
gameful design and selecting appropriate gamification
technologies, which are often new capabilities for an
organisation; and (b) the adeptness in which a project
manager can navigate the gamification project through
a business transformation process.</p>
        <p>The implications for DDGD is that the findings
support the notions of a need for more improved
gamification design elements and methods, however it
warns of the need for more considered attention to the
technology that is employed, and the need for building
implementation capability and the development of
appropriate metrics to make the project an overall
success.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Question 2: Barriers to Success</title>
        <p>Respondents were asked: Please name three barriers to
success that you experienced during the project; and a
total of 50 responses received. As a barrier to project
success technology received 38 per cent of all
mentions, followed by management at 34 per cent, and
design at 28%.</p>
        <p>Technology factors listed by respondents as a barrier
to project success indicate critical shortcomings in core
technical IT and IS elements, including: vendor
capability, technological limitations, gamification
platform restrictions, data integrity issues, limited
reporting capabilities, vendors not knowing the target
market, on-time delivery, scalability issues,
development team resources and user adoption of the
platform.</p>
        <p>These technology barriers also suggest a significant
limitation in the enterprise gamification domain that
has not been previously identified in the industry,
where gamification failure has generally been
attributed to poor design decisions [29]. The existence
of this level of technological limitation presents a
potentially high barrier to the further growth and
development of the domain.</p>
        <p>To gain a deeper perspective of respondents’ views
on gamification technology barriers, below is a
selection of their corresponding quotes:
 “Barriers were primarily with technology: we
waited a long time for vendors to mature, [and]
even then I do not believe vendor solutions are
mature enough yet to handle large-scale, complex
enterprise use cases. We faced a lot of challenges
with integration, especially with our data security
requirements.”
 “Our IT infrastructure is not state-of-the-art. That
meant that the vendor had to develop for an ‘old’
situation. They could not re-use their new
technologies, neither their experience.”
 “Gamification platform restrictions are not yet
adapted to communities with serious content where
reputation and quality are key. There are limited
reporting capabilities and data integrity issues.”
The key issues raised in relation to project
management as a barrier to successful gamification
implementation are as follows: decision-making,
stakeholder management, management buy-in,
inadequate envisioning, budget constraints, lack of a
clear strategy, resourcing, time pressures, unrealistic
expectations and assumptions, and limited
organisational priority and communication.</p>
        <p>It can be said however, that these factors are not
uncommon in the domain of business transformation or
change management [21] [22] as well as innovation
management [23] [24] [25], yet appear to have received
limited attention in enterprise gamification research. To
gain a deeper perspective of respondents’ views, here is
a selection of relevant quotes:
 “In a big organisation such as ours, getting approval
for these kinds of projects is tough.”
 “The path of decision-making in content
development and implementation was and still is
quite bureaucratic.”
 “Decision-makers could not envision what users
will experience when playing the game. That
caused the inability to decide.”
 “It was hard to measure success and set up KPIs.”
 “We didn’t have a clear strategy when we started –
we had to make it up as we went.”
Once again, these issues are common to the project
management and change management domain, and
these survey results indicate that better use of these
corresponding domains could help inform the ongoing
development of data-driven gamification for enterprise
applications.</p>
        <p>Design factors was deemed to be both a major
success factor for gamification projects, as well as a
notable barrier if it was not done well. Some of the key
issues that caused design to be perceived as a barrier
include: staff not being familiar with gamification, user
resistance to gamification, use of arbitrary game
mechanics, lack of game design expertise, too much
focus on game elements, and balancing the right game
content.</p>
        <p>Respondents’ concerns focussed on the challenge of
balancing the right selection of gamefulness and
content to the process or system under review, whilst
being constrained by limited stakeholder skills,
familiarity and acceptance of gamification. This
suggests a difficulty among project teams in
understanding design principles and design capability,
including how gameful design elements can be
creatively integrated into ‘serious’ business
applications.</p>
        <p>To gain a deeper perspective of respondents’ views
on design, below is a selection of corresponding
quotes:
 “There were times I felt that I was playing the
wrong game.”
 “Not everyone liked our design.”
 “There was meaningless use of arbitrary game
mechanics.”
 “There was an inability to identify useful business
topics on which to apply gamification.”
Specific issues relating to gamification design often
appear to stem from frustrations in understanding how
design can provide the ‘bridge’ between the business
problem, and the technology front- and back-ends of
the proposed solution. The survey results show that
enterprise interest in applying gameful design to
business problems is often paralleled with a lack of
finesse and balance in the design component of the
process. This suggests that the role of the designer is
essential; yet design and design process expertise
appears to be underdeveloped, which has often resulted
in less effective design decisions.</p>
        <p>The most significant finding in regard to barriers to
success (and enablers) was not the responses that were
voiced, but rather those that were not. When addressing
open-ended questions about barriers and enablers,
respondents did not refer to the motivational
affordances of the gamification elements or the
effectiveness of the project to engage users.
Respondents mostly believed that indicators of success,
or barriers, are predominantly based on how well a
project is managed, the robustness of the technology,
and its integration within the organisation’s systems
and processes. It would appear that motivational
affordances in terms of the right balance of gameful
design features, while of significant importance, rank
secondary to enterprise system and process integration.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Question 3: Creating an Optimal Design</title>
      </sec>
      <sec id="sec-3-4">
        <title>Process</title>
        <p>Respondents were asked: Knowing what you do now,
how would you create a better gamification design
process? and a total of 27 responses were received.
Respondents mostly echoed what was said in relation
to success enablers and barriers, in terms of the
importance of rigorous project management and robust
technological platforms.</p>
        <p>More revealing however was the high concentration
of design factor responses, which mostly related to the
importance respondents placed on internal design
capability issues. This implies that project management
and technology tend to be standard core competencies
in the enterprise, while design is less so. This also
indicates that design methodologies and capabilities are
not yet at the level they should be for enterprise
gamification.</p>
        <p>Furthermore, these results show that the language
used by respondents in the open-ended questions
conveyed an operational and tactical focus in their
recommendations, rather than strategic or systemic.
This indicates that project managers had perhaps
confined their gamification projects within an
operational paradigm that was within the scope of their
capabilities or job description. Alternatively, the
projects have so far been smaller and tactical in nature
due to gamification only recently being introduced.
Very often such projects were reported to be trials,
experiments or prototypes, rather than a full-scale
rethink or re-design of an enterprise system or process.</p>
        <p>Most respondents indicated that they would like to
develop a more rigorous design process (59%),
followed by more considered project management
practices (21%), as well as selection of the right
technology for the job (20%). The key factors raised by
respondents in relation to improving the gamification
design process revolved around the use of more
thoughtful use of design practices and the use of
gameful elements. The elements included: improved
ideation and prototyping, facilitating learning
opportunities, using more meaningful design features,
developing innovative mechanics (narrative,
experience, reputation), using less traditional
mechanics (rewards, points, leaderboards), reduction in
technological limitations, and careful selection of more
capable vendors.</p>
        <p>To gain a deeper perspective of respondents’ views
on the optimal design process, below is a selection of
relevant quotes:
 “I would have spent more time at the beginning
looking at more into game-thinking elements and
fewer game mechanics. I think we would have
created a more engaging program.”
 “We would like to see an extended version of the
game to turn passion and intuitive gameplay into a
deeper consideration of the issues.”
 “I think that it is more important to be clear on your
goals and your audience. There was a disconnect
between the prototypes and concepts being
discussed and the stated goal, the audience of the
game.”
 “Be focused on the target audience, define critical
success factors for the game at the game design
stage, be innovative with the game mechanics.”
A close examination of such responses indicates that
project owners are in effect talking about the need for
sophisticated forms of experience design,
gamethinking, and creativity in their gamification designs.
However, it would seem that these factors are currently
beyond the capabilities of the available technology and
the common designs that dominate the enterprise
gamification domain. This is supported by the recent
findings of the development of a gamification
taxonomy [28] that to date, gamification has not
produced new or novel design patterns.</p>
        <p>The implications for DDGD is that motivational
affordances are one element of many in determining
the success of a gamified system, particularly if that
system is an enterprise DSS or BI. However, caution
needs to be made here as design was considered to be a
collaborative activity and it is the process and
inclusiveness of the design process that is just as
important as the specific design elements employed.
Therefore, for DDGD to be successful, given its focus
on data and algorithms, attention needs to be made on
how this can be integrated in a human-centred,
collaborative design process.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusions</title>
      <p>A better understanding of the experiences of
organisations gives researchers and practitioners deeper
insight in how to design, develop and implement
datadriven gamified enterprise systems. This is particularly
pertinent as design knowledge is partly informed by
practice [26] [27]. Enterprises are reporting positive
results from gamification projects, but are also
claiming that there’s still room for improvement across
many operational areas. In particular, there are
effectiveness issues associated with technology and
vendor maturity, and a need to improve the capabilities
of organisations in the design and implementation of
gamification projects. The implications for DDGD is
that predictive models of personalising the user
experience with game design elements are only one
aspect of what would be considered a successful
implementation of a (gamified) enterprise system. For
the ongoing development of the DDGD domain,
attention needs to also be given to developing a holistic
approach to system development and implementation.</p>
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