Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The dogear game: a social bookmark recommender system
Proceedings of the 2007 international ACM conference on Supporting group work
On the Inequality of Contributions to Wikipedia
HICSS '08 Proceedings of the Proceedings of the 41st Annual Hawaii International Conference on System Sciences
Results from deploying a participation incentive mechanism within the enterprise
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Spreading the honey: a system for maintaining an online community
Proceedings of the ACM 2009 international conference on Supporting group work
Crowdsourcing participation inequality: a SCOUT model for the enterprise domain
Proceedings of the ACM SIGKDD Workshop on Human Computation
Removing gamification from an enterprise SNS
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Online gaming motivations scale: development and validation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Defining gamification: a service marketing perspective
Proceeding of the 16th International Academic MindTrek Conference
Steering user behavior with badges
Proceedings of the 22nd international conference on World Wide Web
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Although gamification has successfully been applied in office scenarios, it remains unclear how employees really feel about the introduction of a gamified system at their workplace. In this paper, we address this issue from two directions. First, we present the outcome of an online survey where we analyze users' opinion about gamification in a workplace environment. Then, we analyze the interaction logs of a re-designed gamified enterprise book marking system to compare the employees' subjective perception of gamification with their actual behavior when using a gamified system. Results indicate that there is a strong relationship between employees' perception of gamification and their actual interaction with such system.