A utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeira

Detalhes bibliográficos
Ano de defesa: 2018
Autor(a) principal: Santinho, Cristiane Catarino
Orientador(a): Wood Junior, Thomaz
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Não Informado pela instituição
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Palavras-chave em Inglês:
Link de acesso: http://hdl.handle.net/10438/20681
Resumo: Gamification has been gaining strength within organizations as a way of engaging and influencing behaviors of its employees to achieve better results. Although the use of games is old and can be applied to several fields of knowledge, gamification within the corporate environment has only grown in recent decades, arousing interest in companies as a way to increase the engagement of their employees. The purpose of this paper was to raise and explore the main effects of gamification within the corporate environment and to understand how it contributes to generate engagement. Through a case study within a financial institution that recently introduced gamification as a management tool, it was sought to identify the resulting impacts with its application, listing the main perceptions of managers and participants, as well as their positive aspects, challenges, and necessary improvements. Together, allied concepts and requirements raised in the literature review to the case studied, confronting the practice with theory. With this, it was verified that the gamification is an effective instrument of management, being a strategy well seen by the employees. However, attention must be paid to the suitability of some elements and characteristics of gamification, which are determinants for its success, whether: player profiles, relevance of the functionalities, form of communication of the rules and functioning of the dynamics of the game, and attractiveness of rewards. If these factors are not treated properly and consistently, there will be a lack of interest in the tool, undermining its positive effects.
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spelling Santinho, Cristiane CatarinoEscolas::EAESPFerreira, Renato GuimarãesRodrigues, Andréa LeiteYoshimura, FlavioWood Junior, Thomaz2018-03-22T20:46:34Z2018-03-22T20:46:34Z2018-03-06http://hdl.handle.net/10438/20681Gamification has been gaining strength within organizations as a way of engaging and influencing behaviors of its employees to achieve better results. Although the use of games is old and can be applied to several fields of knowledge, gamification within the corporate environment has only grown in recent decades, arousing interest in companies as a way to increase the engagement of their employees. The purpose of this paper was to raise and explore the main effects of gamification within the corporate environment and to understand how it contributes to generate engagement. Through a case study within a financial institution that recently introduced gamification as a management tool, it was sought to identify the resulting impacts with its application, listing the main perceptions of managers and participants, as well as their positive aspects, challenges, and necessary improvements. Together, allied concepts and requirements raised in the literature review to the case studied, confronting the practice with theory. With this, it was verified that the gamification is an effective instrument of management, being a strategy well seen by the employees. However, attention must be paid to the suitability of some elements and characteristics of gamification, which are determinants for its success, whether: player profiles, relevance of the functionalities, form of communication of the rules and functioning of the dynamics of the game, and attractiveness of rewards. If these factors are not treated properly and consistently, there will be a lack of interest in the tool, undermining its positive effects.A gamificação vem ganhando força dentro das organizações como forma de engajar e influenciar comportamentos dos seus colaboradores para a consecução de melhores resultados. Apesar de a utilização de jogos ser antiga, podendo ser aplicada a diversos campos de conhecimento, a gamificação dentro do ambiente corporativo só veio a crescer nas últimas décadas, despertando o interesse das empresas como forma de aumentar o engajamento de seus funcionários. O objetivo do presente trabalho foi levantar e explorar os principais efeitos da gamificação dentro do ambiente corporativo e entender de que forma ela contribui para gerar engajamento. Por meio de um estudo de caso dentro de uma instituição financeira que, recentemente, introduziu a gamificação como ferramenta de gestão, buscou-se identificar os impactos resultantes da sua aplicação, elencando as principais percepções dos gestores e participantes, bem como os seus aspectos positivos, dificuldades enfrentadas e aprimoramentos necessários. Conjuntamente, aliaram-se os conceitos e requisitos levantados na revisão bibliográfica ao caso estudado, confrontando a prática com a teoria. Com isso, constatou-se que a gamificação é um instrumento eficaz de gestão, sendo uma estratégia bem-vista pelos funcionários. Entretanto, deve-se atentar para a adequabilidade de alguns elementos e características da gamificação, que são fatores determinantes para o seu sucesso, quer sejam: perfis dos jogadores, relevância das funcionalidades, forma de comunicação das regras e funcionamento das dinâmicas do jogo e atratividade das recompensas. Caso tais fatores não sejam tratados de maneira adequada e consistente, haverá um desinteresse pela ferramenta, minando os seus efeitos positivos.porGamificaçãoEngajamentoJogosFerramenta de gestãoAmbiente corporativoGamificationEngagementGamesManagement toolsCorporate environmentAdministração de empresasDinâmica de grupoDesenvolvimento organizacionalAdministração de empresasA utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeirainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional do FGV (FGV Repositório Digital)instname:Fundação Getulio Vargas (FGV)instacron:FGVTEXTdissertacao-santinho vf pos banca.pdf.txtdissertacao-santinho vf pos banca.pdf.txtExtracted 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dc.title.por.fl_str_mv A utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeira
title A utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeira
spellingShingle A utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeira
Santinho, Cristiane Catarino
Gamificação
Engajamento
Jogos
Ferramenta de gestão
Ambiente corporativo
Gamification
Engagement
Games
Management tools
Corporate environment
Administração de empresas
Dinâmica de grupo
Desenvolvimento organizacional
Administração de empresas
title_short A utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeira
title_full A utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeira
title_fullStr A utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeira
title_full_unstemmed A utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeira
title_sort A utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeira
author Santinho, Cristiane Catarino
author_facet Santinho, Cristiane Catarino
author_role author
dc.contributor.unidadefgv.por.fl_str_mv Escolas::EAESP
dc.contributor.member.none.fl_str_mv Ferreira, Renato Guimarães
Rodrigues, Andréa Leite
Yoshimura, Flavio
dc.contributor.author.fl_str_mv Santinho, Cristiane Catarino
dc.contributor.advisor1.fl_str_mv Wood Junior, Thomaz
contributor_str_mv Wood Junior, Thomaz
dc.subject.por.fl_str_mv Gamificação
Engajamento
Jogos
Ferramenta de gestão
Ambiente corporativo
topic Gamificação
Engajamento
Jogos
Ferramenta de gestão
Ambiente corporativo
Gamification
Engagement
Games
Management tools
Corporate environment
Administração de empresas
Dinâmica de grupo
Desenvolvimento organizacional
Administração de empresas
dc.subject.eng.fl_str_mv Gamification
Engagement
Games
Management tools
Corporate environment
dc.subject.area.por.fl_str_mv Administração de empresas
dc.subject.bibliodata.por.fl_str_mv Dinâmica de grupo
Desenvolvimento organizacional
Administração de empresas
description Gamification has been gaining strength within organizations as a way of engaging and influencing behaviors of its employees to achieve better results. Although the use of games is old and can be applied to several fields of knowledge, gamification within the corporate environment has only grown in recent decades, arousing interest in companies as a way to increase the engagement of their employees. The purpose of this paper was to raise and explore the main effects of gamification within the corporate environment and to understand how it contributes to generate engagement. Through a case study within a financial institution that recently introduced gamification as a management tool, it was sought to identify the resulting impacts with its application, listing the main perceptions of managers and participants, as well as their positive aspects, challenges, and necessary improvements. Together, allied concepts and requirements raised in the literature review to the case studied, confronting the practice with theory. With this, it was verified that the gamification is an effective instrument of management, being a strategy well seen by the employees. However, attention must be paid to the suitability of some elements and characteristics of gamification, which are determinants for its success, whether: player profiles, relevance of the functionalities, form of communication of the rules and functioning of the dynamics of the game, and attractiveness of rewards. If these factors are not treated properly and consistently, there will be a lack of interest in the tool, undermining its positive effects.
publishDate 2018
dc.date.accessioned.fl_str_mv 2018-03-22T20:46:34Z
dc.date.available.fl_str_mv 2018-03-22T20:46:34Z
dc.date.issued.fl_str_mv 2018-03-06
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10438/20681
url http://hdl.handle.net/10438/20681
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.source.none.fl_str_mv reponame:Repositório Institucional do FGV (FGV Repositório Digital)
instname:Fundação Getulio Vargas (FGV)
instacron:FGV
instname_str Fundação Getulio Vargas (FGV)
instacron_str FGV
institution FGV
reponame_str Repositório Institucional do FGV (FGV Repositório Digital)
collection Repositório Institucional do FGV (FGV Repositório Digital)
bitstream.url.fl_str_mv https://repositorio.fgv.br/bitstreams/e9def5ab-92d2-4759-bdfa-e7073bb221f4/download
https://repositorio.fgv.br/bitstreams/35985a73-c2be-439c-8603-1276be755a98/download
https://repositorio.fgv.br/bitstreams/df4b8709-8e51-406b-bdf1-73cf82f7daa4/download
https://repositorio.fgv.br/bitstreams/ab97b8ce-0b68-489c-a97b-a24dd7193994/download
bitstream.checksum.fl_str_mv 48de513400197c0685e80a7a9b09f6fd
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bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
MD5
MD5
repository.name.fl_str_mv Repositório Institucional do FGV (FGV Repositório Digital) - Fundação Getulio Vargas (FGV)
repository.mail.fl_str_mv
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