Paper Number

1622

Paper Type

Complete Research Paper

Abstract

As a typical motivational information system, gamification has been given high expectation regarding facilitating knowledge management, and especially sharing motivation and behaviors. However, there is no consensus on the effects of gamification on knowledge-sharing due to conflicting views supported by the existing empirical evidence. It is still unclear under what circumstances gamification can effectively enhance knowledge-sharing, e.g., the forms of gamification, purposes of employing gamification, and where gamification is used. To address these gaps, we conducted a meta-analysis of a body of literature (25 studies) that empirically examined the effects of three primary forms of gamification on knowledge-sharing across two types of platforms (public vs. organization). The findings reveal that compared to achievement and social-related gamification, immersion-related gamification can enhance both the quality and quantity of knowledge contribution. Notably, organizational platforms temper gamification's influence on knowledge-sharing quantity, but amplify its effect on knowledge-sharing quality compared to public platforms.

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Jun 14th, 12:00 AM

Gamification and Knowledge Sharing: A Meta-Analytic Review

As a typical motivational information system, gamification has been given high expectation regarding facilitating knowledge management, and especially sharing motivation and behaviors. However, there is no consensus on the effects of gamification on knowledge-sharing due to conflicting views supported by the existing empirical evidence. It is still unclear under what circumstances gamification can effectively enhance knowledge-sharing, e.g., the forms of gamification, purposes of employing gamification, and where gamification is used. To address these gaps, we conducted a meta-analysis of a body of literature (25 studies) that empirically examined the effects of three primary forms of gamification on knowledge-sharing across two types of platforms (public vs. organization). The findings reveal that compared to achievement and social-related gamification, immersion-related gamification can enhance both the quality and quantity of knowledge contribution. Notably, organizational platforms temper gamification's influence on knowledge-sharing quantity, but amplify its effect on knowledge-sharing quality compared to public platforms.

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