Gamificação como prática em equipes que adotam a autogestão

Detalhes bibliográficos
Ano de defesa: 2023
Autor(a) principal: Rodrigues, André Pascoal
Orientador(a): Machado, Diego de Queiroz
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
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.
id UFC-7_ef1da0f4cf3924adb4537f02e3860d0d
oai_identifier_str oai:repositorio.ufc.br:riufc/76823
network_acronym_str UFC-7
network_name_str Repositório Institucional da Universidade Federal do Ceará (UFC)
repository_id_str
spelling 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.
publishDate 2023
dc.date.issued.fl_str_mv 2023
dc.date.accessioned.fl_str_mv 2024-04-23T12:44:51Z
dc.date.available.fl_str_mv 2024-04-23T12:44:51Z
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.citation.fl_str_mv 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.
dc.identifier.uri.fl_str_mv http://repositorio.ufc.br/handle/riufc/76823
identifier_str_mv 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.
url http://repositorio.ufc.br/handle/riufc/76823
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 da Universidade Federal do Ceará (UFC)
instname:Universidade Federal do Ceará (UFC)
instacron:UFC
instname_str Universidade Federal do Ceará (UFC)
instacron_str UFC
institution UFC
reponame_str Repositório Institucional da Universidade Federal do Ceará (UFC)
collection Repositório Institucional da Universidade Federal do Ceará (UFC)
bitstream.url.fl_str_mv http://repositorio.ufc.br/bitstream/riufc/76823/3/2023_dis_aprodrigues.pdf
http://repositorio.ufc.br/bitstream/riufc/76823/2/license.txt
bitstream.checksum.fl_str_mv 610074e4d7b4953b44f01791cbfe5177
8a4605be74aa9ea9d79846c1fba20a33
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
repository.name.fl_str_mv Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)
repository.mail.fl_str_mv bu@ufc.br || repositorio@ufc.br
_version_ 1847793341149741056