Abstract

Reporting the time spent working on different tasks is valuable both for companies and employees. Yet often employees fail to properly and timely report their time, hampering the implementation of the time reporting process. We propose a gamification solution to address this problem. A prototype was implemented based on Google Suite technologies and evaluated in the setting of a post-graduation course, whose students used the solution in the last eight weeks of the course. Results suggest that the number of timesheets submitted slightly improved, with a statistically significant increase of 8.9% when compared against the baseline. However, players think their motivation did not change after using the app, which is too simple to be engaging in the long term. They enjoyed the teams and leaderboards but think more rewards, individual achievements, and reminders should be available.

Recommended Citation

Marques, R., Mira da Silva, M. & Gonçalves, D. (2019). Game O'Clock: A Gamification Solution to Improve Time Reporting. In A. Siarheyeva, C. Barry, M. Lang, H. Linger, & C. Schneider (Eds.), Information Systems Development: Information Systems Beyond 2020 (ISD2019 Proceedings). Toulon, France: ISEN Yncréa Méditerranée.

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Game O'Clock: A Gamification Solution to Improve Time Reporting

Reporting the time spent working on different tasks is valuable both for companies and employees. Yet often employees fail to properly and timely report their time, hampering the implementation of the time reporting process. We propose a gamification solution to address this problem. A prototype was implemented based on Google Suite technologies and evaluated in the setting of a post-graduation course, whose students used the solution in the last eight weeks of the course. Results suggest that the number of timesheets submitted slightly improved, with a statistically significant increase of 8.9% when compared against the baseline. However, players think their motivation did not change after using the app, which is too simple to be engaging in the long term. They enjoyed the teams and leaderboards but think more rewards, individual achievements, and reminders should be available.