A utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeira
| Ano de defesa: | 2018 |
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| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso aberto |
| Idioma: | por |
| Instituição de defesa: |
Não Informado pela instituição
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| Programa de Pós-Graduação: |
Não Informado pela instituição
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| Departamento: |
Não Informado pela instituição
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| País: |
Não Informado pela instituição
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| 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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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 |
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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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1827842398985650176 |