Gamificação como prática em equipes que adotam a autogestão
| Ano de defesa: | 2023 |
|---|---|
| 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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| Link de acesso: | http://repositorio.ufc.br/handle/riufc/76823 |
Resumo: | Gamification is able to stimulate the best in human beings by putting them in a situation with game-based activities. This is possible because games are part of human culture, as well as being part of everyday activities, such as work, for example. In fact, corporate gamification is considered a phenomenon that is attracting the attention of researchers and managers because of its promise of stimulating employee engagement and motivation to adopt behaviours that help achieve organizational objectives. The results of gamification in self-managing teams, however, are not yet known. Therefore, the aim of this experiment is to understand this practice in a software company where teams are self-managing. The format of corporate gamification is likely to produce a rhetoric of choice architecture or humanistic design, and identifying the materials, meanings and competencies of this practice is likely to be useful for understanding underlying and deeper aspects of gamification in self-managed teams. To this end, a qualitative approach was used, with Stake's (1995) single case study of the software company Flex as the research strategy. The components of the gamification practice mapped out are capable of giving rise to unique configurations of the practice in each team that adopts self-management, since they are constantly changing, since with each gamification challenge, new interactions between the elements are established by the practitioners. The main elements that emerged from the practice were the gamification platform as a material, the autonomy exercised by the teams as a skill and the healthy competition between the groups as a meaning. Gamification changed the social dynamics of the teams, since it promoted the development of new skills in the group members and increased the conviviality and connection between them. Therefore, gamification applied to self-managed teams is considered a means of regulating team autonomy, adjusted according to the software company's objectives. The study presented here hopes to contribute to software companies that want to give their staff more autonomy, because it points the way to a hybrid gamification that is ready to act both as a vehicle for monitoring performance and stimulating organizational playfulness and innovation. |
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Rodrigues, André PascoalMachado, Diego de Queiroz2024-04-23T12:44:51Z2024-04-23T12:44:51Z2023RODRIGUES, André Pascoal. Gamificação como prática em equipes que adotam a autogestão, 2023. Dissertação (Mestrado Acadêmico em Administração e Controladoria) - Faculdade de Economia, Administração, Atuária e Contabilidade, Universidade Federal do Ceará, Fortaleza, 2023.http://repositorio.ufc.br/handle/riufc/76823Gamification is able to stimulate the best in human beings by putting them in a situation with game-based activities. This is possible because games are part of human culture, as well as being part of everyday activities, such as work, for example. In fact, corporate gamification is considered a phenomenon that is attracting the attention of researchers and managers because of its promise of stimulating employee engagement and motivation to adopt behaviours that help achieve organizational objectives. The results of gamification in self-managing teams, however, are not yet known. Therefore, the aim of this experiment is to understand this practice in a software company where teams are self-managing. The format of corporate gamification is likely to produce a rhetoric of choice architecture or humanistic design, and identifying the materials, meanings and competencies of this practice is likely to be useful for understanding underlying and deeper aspects of gamification in self-managed teams. To this end, a qualitative approach was used, with Stake's (1995) single case study of the software company Flex as the research strategy. The components of the gamification practice mapped out are capable of giving rise to unique configurations of the practice in each team that adopts self-management, since they are constantly changing, since with each gamification challenge, new interactions between the elements are established by the practitioners. The main elements that emerged from the practice were the gamification platform as a material, the autonomy exercised by the teams as a skill and the healthy competition between the groups as a meaning. Gamification changed the social dynamics of the teams, since it promoted the development of new skills in the group members and increased the conviviality and connection between them. Therefore, gamification applied to self-managed teams is considered a means of regulating team autonomy, adjusted according to the software company's objectives. The study presented here hopes to contribute to software companies that want to give their staff more autonomy, because it points the way to a hybrid gamification that is ready to act both as a vehicle for monitoring performance and stimulating organizational playfulness and innovation.A gamificação é capaz de estimular o melhor do ser humano, ao dispô-lo numa situação com atividades baseadas em jogos. Isso é possível, pois o jogo está contido na cultura do ser humano, além de fazer parte de atividades cotidianas, como o trabalho, por exemplo. Com efeito, a gamificação corporativa é considerada um fenômeno que chama a atenção de pesquisadores e gestores, em razão da promessa de estimular o engajamento e a motivação dos funcionários na adoção de comportamentos que ajudem no atingimento de objetivos organizacionais. Os resultados da gamificação em equipes autogerenciáveis, no entanto, ainda não são conhecidos. Portanto, constitui objetivo do experimento agora empreendido compreender esta prática em uma empresa de software, na qual suas equipes adotam a autogestão. O formato da gamificação corporativa é suscetível de produzir uma retórica da arquitetura de escolha ou do design humanista, e a identificação dos materiais, significados e competências desta prática é passível de ser útil para entender aspectos subjacentes e profundos da gamificação em equipes autogeridas. Com vistas a esse intento, foi utilizada uma abordagem qualitativa, tendo como estratégia de investigação o estudo de caso único de Stake (1995) na empresa de software Flex. Os componentes da prática da gamificação mapeados estão habilitados a ensejar configurações singulares da prática em cada time que adota a autogestão, uma vez que esses se mantêm em constante mudança, pois, a cada desafio da gamificação, novas interações dos elementos são estabelecidas pelos praticantes. Os principais elementos que emergiram da prática foram a plataforma de gamificação como material, a autonomia exercida pelas equipes como habilidade e a competição saudável entre os grupamentos como significado. A gamificação mudou a dinâmica social das equipes, uma vez que promoveu o desenvolvimento de novas habilidades nos integrantes do grupo e aumentou o convívio e a conexão entre eles. Logo, a gamificação aplicada nos times autogeridos é considerada um meio de regulação da autonomia das equipes, ajustada conforme o objetivo da empresa de software. O estudo apresentado espera contribuir com empresas de software que pretendam conceder mais autonomia para seus quadros, porque aponta caminhos para uma gamificação híbrida pronta para atuar, tanto como veículo de monitoramento do desempenho, como de estímulo da ludicidade e inovação organizacionais.Gamificação como prática em equipes que adotam a autogestãoinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisGamificação CorporativaAutogestãoTeoria da Práticainfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFChttp://lattes.cnpq.br/0133890620331588http://lattes.cnpq.br/69263486890362572024-04ORIGINAL2023_dis_aprodrigues.pdf2023_dis_aprodrigues.pdfapplication/pdf1010900http://repositorio.ufc.br/bitstream/riufc/76823/3/2023_dis_aprodrigues.pdf610074e4d7b4953b44f01791cbfe5177MD53LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/76823/2/license.txt8a4605be74aa9ea9d79846c1fba20a33MD52riufc/768232024-04-23 09:45:19.132oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2024-04-23T12:45:19Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false |
| dc.title.pt_BR.fl_str_mv |
Gamificação como prática em equipes que adotam a autogestão |
| title |
Gamificação como prática em equipes que adotam a autogestão |
| spellingShingle |
Gamificação como prática em equipes que adotam a autogestão Rodrigues, André Pascoal Gamificação Corporativa Autogestão Teoria da Prática |
| title_short |
Gamificação como prática em equipes que adotam a autogestão |
| title_full |
Gamificação como prática em equipes que adotam a autogestão |
| title_fullStr |
Gamificação como prática em equipes que adotam a autogestão |
| title_full_unstemmed |
Gamificação como prática em equipes que adotam a autogestão |
| title_sort |
Gamificação como prática em equipes que adotam a autogestão |
| author |
Rodrigues, André Pascoal |
| author_facet |
Rodrigues, André Pascoal |
| author_role |
author |
| dc.contributor.author.fl_str_mv |
Rodrigues, André Pascoal |
| dc.contributor.advisor1.fl_str_mv |
Machado, Diego de Queiroz |
| contributor_str_mv |
Machado, Diego de Queiroz |
| dc.subject.ptbr.pt_BR.fl_str_mv |
Gamificação Corporativa Autogestão Teoria da Prática |
| topic |
Gamificação Corporativa Autogestão Teoria da Prática |
| description |
Gamification is able to stimulate the best in human beings by putting them in a situation with game-based activities. This is possible because games are part of human culture, as well as being part of everyday activities, such as work, for example. In fact, corporate gamification is considered a phenomenon that is attracting the attention of researchers and managers because of its promise of stimulating employee engagement and motivation to adopt behaviours that help achieve organizational objectives. The results of gamification in self-managing teams, however, are not yet known. Therefore, the aim of this experiment is to understand this practice in a software company where teams are self-managing. The format of corporate gamification is likely to produce a rhetoric of choice architecture or humanistic design, and identifying the materials, meanings and competencies of this practice is likely to be useful for understanding underlying and deeper aspects of gamification in self-managed teams. To this end, a qualitative approach was used, with Stake's (1995) single case study of the software company Flex as the research strategy. The components of the gamification practice mapped out are capable of giving rise to unique configurations of the practice in each team that adopts self-management, since they are constantly changing, since with each gamification challenge, new interactions between the elements are established by the practitioners. The main elements that emerged from the practice were the gamification platform as a material, the autonomy exercised by the teams as a skill and the healthy competition between the groups as a meaning. Gamification changed the social dynamics of the teams, since it promoted the development of new skills in the group members and increased the conviviality and connection between them. Therefore, gamification applied to self-managed teams is considered a means of regulating team autonomy, adjusted according to the software company's objectives. The study presented here hopes to contribute to software companies that want to give their staff more autonomy, because it points the way to a hybrid gamification that is ready to act both as a vehicle for monitoring performance and stimulating organizational playfulness and innovation. |
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2023 |
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2023 |
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2024-04-23T12:44:51Z |
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2024-04-23T12:44:51Z |
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info:eu-repo/semantics/masterThesis |
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RODRIGUES, André Pascoal. Gamificação como prática em equipes que adotam a autogestão, 2023. Dissertação (Mestrado Acadêmico em Administração e Controladoria) - Faculdade de Economia, Administração, Atuária e Contabilidade, Universidade Federal do Ceará, Fortaleza, 2023. |
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http://repositorio.ufc.br/handle/riufc/76823 |
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RODRIGUES, André Pascoal. Gamificação como prática em equipes que adotam a autogestão, 2023. Dissertação (Mestrado Acadêmico em Administração e Controladoria) - Faculdade de Economia, Administração, Atuária e Contabilidade, Universidade Federal do Ceará, Fortaleza, 2023. |
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