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Communication Dans Un Congrès Année : 2021

Provenance in Gamification Business Systems

Résumé

Gamification has become increasingly popular in business contexts. This approach suggests long-term sustainable persistent systems as it increases engagement at all organizational levels. However, a gamified system generates a series of events, decisions, and interactions from the users that need to be monitored and captured for analysis. Therefore, those systems require an infrastructure capable of tracking multiple variables over time, identifying the cause-and-effect relationships between events, and analyzing the captured data to evaluate their processes engagement. This work presents a data provenance approach for modeling gamification business systems, which allows tracking, managing, and visualizing provenance data from a gamified event. We evaluated our model in a real context with our partner company, and the results provide the necessary basis to be further implemented. Therefore, project managers can visualize provenance data from a gamified activity, analyze employees’ actions, and identify needs that lead to successful or unsuccessful outcomes.
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hal-04144394 , version 1 (28-06-2023)

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Michelle Tizuka, Esteban Clua, Luciana Salgado, Troy Kohwalter. Provenance in Gamification Business Systems. 20th International Conference on Entertainment Computing (ICEC), Nov 2021, Coimbra, Portugal. pp.277-288, ⟨10.1007/978-3-030-89394-1_21⟩. ⟨hal-04144394⟩
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