Have a personal or library account? Click to login
Gamification in Project Management Cover
Open Access
|May 2025

References

  1. Abyad, A. (2018). Project Management, Motivation Theories and Process Management. Middle East Journal of Business, 13(4), 20.
  2. Ball, B. R. S. (2019). Project Management Using Gamification. Retrieved 26 March 2024, from https://www.academia.edu/41010561/project_management_using_gamification
  3. Bitrián, P., Buil, I., Catalán, S. & Hatfield, S. (2023). The use of gamification strategies to enhance employees’ attitudes towards e-training systems. The International Journal of Management Education, 21(3).
  4. Borysenko, K. (2019). How Much Are Your Disengaged Employees Costing You? Retrieved 24 March 2024, from https://www.forbes.com/sites/karlynborysenko/2019/05/02/how-much-are-your-disengaged-employees-costing-you/?sh=70c779603437
  5. Bryman, A. (2016). Social research methods (5th ed.). Oxford University Press. Retrieved April 9, 2025, from https://books.google.com/books/about/Social_Research_Methods.html?id=N2zQCgAAQBAJ
  6. Cambridge Dictionary. (2024). Gamification. Retrieved 8 March 2024, from https://dictionary.cambridge.org/dictionary/english/gamification
  7. Cloke, H. (2024). The Definitive Definition Of Gamification (+ 8 Real-World Examples). Retrieved 8 March 2024, from https://www.growthengineering.co.uk/definition-of-gamification/
  8. Corna, Stefano (2017). La Gamification e il suo impatto sulle aziende in Ticino. Bachelor thesis, Scuola universitaria professionale della Svizzera italiana.
  9. Dar, S. A. & Sakthivel, P. (2022). Maslow’s Hierarchy of Needs Is still Relevant in the 21st Century. Journal of Learning and Educational Policy, 2(5), 1–9.
  10. Davis, K. (2016). The P in PM. Retrieved 22 January 2024, from https://www.linkedin.com/pulse/p-pm-kevin-davis-peng-pmp-/
  11. Deci, L. E., Olafsen, A. H. & Ryan, R. M. (2017). Self-Determination Theory in Work Organizations: The State of a Science. Annual Review of Organizational Psychology and Organizational Behavior, 4, 19–43.
  12. Duczkowski, N., Slowik, L. & Sliwinski, A. (2024). Impact of Hofstede’s cultural dimensions on insurance demand. Wiadomości Statystyczne The Polish Statistician, 38–68.
  13. Dumitru, S. (2024). Gamification on the Staffino platform [Interview] (15 February 2024).
  14. Elidjen, Hidayat, D. & Abdurachman, E. (2022). The roles of gamification, knowledge creation, and entrepreneurial orientation towards firm performance. International Journal of Innovation Studies, 6(4), 229–237.
  15. Gallup. (2024). State of the global workplace: 2024 report. Retrieved April 8, 2025, from https://www.gallup.com/workplace/349484/state-of-the-global-workplace.aspx
  16. Gazzerro, A. (2023). Performance management e gamification, cambia il paradigma della produttività! Retrieved 31 January 2024, from https://www.linkedin.com/pulse/performance-managemente-gamification-cambia-il-della-gazzerro/?originalSubdomain=it
  17. Granger, L. (2023). Quels sont les leviers de motivation au travail? Retrieved 25 January 2024, from https://www.manager-go.com/management/leviers-de-motivation.htm
  18. Houtari, K. & Hamari, J. (2016). A definition for gamification: anchoring gamification. Electron Markets, 21–31.
  19. Khaldi, A., Bouzidi, R. & Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(10), 1–31.
  20. Kien, L. T. & Nguyen, N. D. (2021). Gamification Elements and Their Potential Influence on Employee Motivation. Advances in Economics, Business and Management Research, 196, 143–154.
  21. Kim, S. & Park, S. (2021). Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study. JMIR Serious Games, 9(2).
  22. Kulkarni, P., Gokhale, P., Satish, Y. & Tigadi, B. (2022). An empirical study on the impact of learning theory on gamification-based training programs. Organization Management Journal, 19(5), 170–188.
  23. Majuri, J., Koivisto, J. & Hamari, J. (2018). Gamification of Education and Learning: A Review of Empirical Literature. The 2nd International GamiFIN Conference, 21–23 May, 11–19.
  24. Marcão, R. P., Pestana, G. & Sousa, M. J. (2017). Gamification in Project Management. Conference On Economic and Business Management, October, 852–861.
  25. Oprescu, F., Jones, C. & Katsikitis, M. (2014). I Play At Work—ten principles for transforming work processes through gamification. Frontiers in Psychology, 5(14).
  26. Park, S., Min, K. & Kim, S. (2021). Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences. Sustainable Transformation and Innovation in Organization Management.
  27. Patra, P. (2019). Gamification – The game changer of the future. Retrieved 21 January 2024, from https://www.projectmanagement.com/blog-post/56566/gamification---the-game-changer-ofthe-future#_=_
  28. Postica, M. (2017). Rezistenţa la schimbarea organizațională. Conferinţa Ştiinţifică Internaţională „Asigurarea viabilităţii economico-manageriale pentru dezvoltarea durabilă a economiei regionale în condiţiile integrării în UE” (pp. 59–62). Retrieved April 8, 2025, from https://ibn.idsi.md/sites/default/files/imag_file/59-62_49.pdf
  29. Sáez López, J., Grimaldo Santamaría, R., Quicios García, M. & Vázquez Cano, E. (2023). Teaching the Use of Gamification in Elementary School. Technology, Knowledge and Learning, 29, 557–581.
  30. Sailer, M., Hense, J. U., Mayr, S. & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 371–380.
  31. Santos, P., Dias, J. & Bairrada, C. (2024). Gamification in marketing: Insights on current and future research directions based on a bibliometric and theories, contexts, characteristics and methodologies analysis. Heliyon, 10(11).
  32. Shrivastava, A. (2023). The role of dopamine in addiction [Unpublished manuscript]. ResearchGate. Retrieved April 8, 2025, from https://www.researchgate.net/publication/370003467_THE_ROLE_OF_DOPAMINE_IN_ADDICTION-_Aditi_Shrivastava
  33. Spreitzer, D. (2013). Gamification in the context of project management [Unpublished manuscript]. ResearchGate. Retrieved April 8, 2025, from https://www.researchgate.net/publication/250917355_Gamification_in_the_Context_of_Project_Management/references
  34. Swacha, J. (2023). Meaningful Typology of Gamification Components. Procedia Computer Science, 225, 4274–4283.
  35. Wadhwa, S. & Balakrishnan, R. (2023). Impact of Games on the Performance and Engagement of Employees of the IT Industry. International Journal of Game-Based Learning, 13(1), 1–13.
  36. Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). SAGE Publications. Retrieved April 9, 2025, from https://us.sagepub.com/en-us/nam/case-study-research-and-applications/book250150
DOI: https://doi.org/10.2478/sbe-2025-0019 | Journal eISSN: 2344-5416 | Journal ISSN: 1842-4120
Language: English
Page range: 319 - 339
Published on: May 15, 2025
In partnership with: Paradigm Publishing Services
Publication frequency: 3 issues per year

© 2025 Raluca Petronela Mahu, published by Lucian Blaga University of Sibiu
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License.