Gamification for Business Process Modeling

Gamification is a novel, industry-driven trend that is concerned with the application of game design elements to non-game contexts. The main goal of this work is to examine how gamification can be used to support business process modeling. To that extent, design science research was conducted to det...

Author: Pflanzl, Nicolas
Further contributors: Vossen, Gottfried (Thesis advisor)
Division/Institute:FB 04: Wirtschaftswissenschaftliche Fakultät
Document types:Doctoral thesis
Media types:Text
Publication date:2018
Date of publication on miami:09.05.2018
Modification date:09.05.2018
Series:Wissenschaftliche Schriften der Universität Münster / Reihe IV, Bd. 13
Publisher: readbox unipress in der readbox publishing GmbH
Edition statement:[Electronic ed.]
Subjects:Business Process Modeling; Gamification; Game Design Elements; Model Quality; Horus Business Modeler; Petri Nets
DDC Subject:000: Informatik, Wissen, Systeme
330: Wirtschaft
790: Sport, Spiele, Unterhaltung
License:CC BY-SA 4.0
Language:English
Notes:Auch im Buchhandel erhältlich: Gamification for Business Process Modeling / Nicolas Pflanzl. – Münster : Münsterscher Verlag für Wissenschaft, 2018. – XIX, 514 S. (Wissenschaftliche Schriften der WWU Münster : Reihe IV ; Bd. 13), ISBN 978-3-8405-0176-0, Preis: 50,00 EUR
Format:PDF document
ISBN:978-3-8405-0176-0
URN:urn:nbn:de:hbz:6-29169441136
Permalink:https://nbn-resolving.de/urn:nbn:de:hbz:6-29169441136
Digital documents:diss_pflanzl_buchblock.pdf

Gamification is a novel, industry-driven trend that is concerned with the application of game design elements to non-game contexts. The main goal of this work is to examine how gamification can be used to support business process modeling. To that extent, design science research was conducted to determine current challenges and problems in business process management that may be solved through gamification. To address these issues, a “gamified” version of the Horus Business Modeler – a software for process modeling – was designed, implemented, and evaluated. The results of the evaluation are mixed and show increases in model quality and tool assessment, but no impact on motivation. Overall, this work contributes to research by providing insights into the impacts of gamification in a domain not previously discussed, and by showing how certain issues of business process management can be addressed by means of an IT artifact with particular characteristics.