{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,11]],"date-time":"2026-03-11T16:47:16Z","timestamp":1773247636139,"version":"3.50.1"},"reference-count":66,"publisher":"MDPI AG","issue":"1","license":[{"start":{"date-parts":[[2019,2,13]],"date-time":"2019-02-13T00:00:00Z","timestamp":1550016000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Systems"],"abstract":"<jats:p>Gamification corresponds to the use of game elements to encourage certain attitudes and behaviours in a serious context. When applied to enterprise teamwork, gamification can lead to negative side-effects which compromise its benefits. For example, applying competitive elements such as leaderboard may lead to clustering amongst team members and encourage adverse work ethics such as intimidation and pressure. Despite the recognition of the problem in the literature, the research on concretising such gamification risks is scarce. There is also a lack of methods to identify gamification risks and their management strategies. In this paper, we conduct a multi-stage qualitative research and develop taxonomy of risks, risk factors and risk management strategies. We also identify the modalities of application of these strategies, including who should be involved and how. Finally, we provide a checklist to help the risk identification process as a first step towards a comprehensive method for eliciting and managing gamification risks to teamwork within enterprises.<\/jats:p>","DOI":"10.3390\/systems7010009","type":"journal-article","created":{"date-parts":[[2019,2,14]],"date-time":"2019-02-14T03:21:46Z","timestamp":1550114506000},"page":"9","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":21,"title":["Gamification Risks to Enterprise Teamwork: Taxonomy, Management Strategies and Modalities of Application"],"prefix":"10.3390","volume":"7","author":[{"given":"Abdullah","family":"Algashami","sequence":"first","affiliation":[{"name":"Faculty of Science and Technology, Bournemouth University, Fern Barrow, Poole BH12 5BB, UK"},{"name":"Department of Computer Science and Information, College of Science, Al Zulfi 11932, P.O 1221, Majmaah University, Kingdom of Saudi Arabia"}]},{"given":"Laura","family":"Vuillier","sequence":"additional","affiliation":[{"name":"Faculty of Science and Technology, Bournemouth University, Fern Barrow, Poole BH12 5BB, UK"}]},{"given":"Amen","family":"Alrobai","sequence":"additional","affiliation":[{"name":"Department of Information Science, King Abdulaziz University, 21589 Jeddah, Kingdom of Saudi Arabia"}]},{"given":"Keith","family":"Phalp","sequence":"additional","affiliation":[{"name":"Faculty of Science and Technology, Bournemouth University, Fern Barrow, Poole BH12 5BB, UK"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-5285-7829","authenticated-orcid":false,"given":"Raian","family":"Ali","sequence":"additional","affiliation":[{"name":"Faculty of Science and Technology, Bournemouth University, Fern Barrow, Poole BH12 5BB, UK"}]}],"member":"1968","published-online":{"date-parts":[[2019,2,13]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","first-page":"76","DOI":"10.1177\/0141076813480996","article-title":"\u201cGamification\u201d: Influencing health behaviours with games","volume":"106","author":"King","year":"2013","journal-title":"JRSM"},{"key":"ref_2","doi-asserted-by":"crossref","unstructured":"Herzig, P., Ameling, M., and Schill, A. (2012, January 20\u201324). A Generic Platform for Enterprise Gamification. Proceedings of the 2012 Joint Working IEEE\/IFIP Conference on Software Architecture and European Conference on Software Architecture, Helsinki, Finland.","DOI":"10.1109\/WICSA-ECSA.212.33"},{"key":"ref_3","doi-asserted-by":"crossref","first-page":"345","DOI":"10.1016\/j.chb.2012.06.007","article-title":"A social gamification framework for a K-6 learning platform","volume":"29","author":"Redondo","year":"2013","journal-title":"Comput. Hum. Behav."},{"key":"ref_4","doi-asserted-by":"crossref","unstructured":"Lacroix, J., Saini, P., and Goris, A. (2009, January 26\u201329). Understanding user cognitions to guide the tailoring of persuasive technology-based physical activity interventions. Proceedings of the 4th International Conference on Persuasive Technology, Claremont, CA, USA.","DOI":"10.1145\/1541948.1541961"},{"key":"ref_5","first-page":"235","article-title":"Towards a Code of Ethics for Gamification at Enterprise","volume":"197","author":"Shahri","year":"2014","journal-title":"PoEM"},{"key":"ref_6","unstructured":"Forsyth, D. (1992). An Introduction to Group Dynamics, Brooks\/Cole Publishing Company."},{"key":"ref_7","unstructured":"Shahri, A., Hosseini, M., Phalp, K., Taylor, J., and Ali, R. (2018, August 27). How to Engineer Gamification: The Consensus, the Best Practice and the Grey Areas. Available online: http:\/\/eprints.bournemouth.ac.uk\/28253\/."},{"key":"ref_8","doi-asserted-by":"crossref","unstructured":"Algashami, A., Cham, S., Vuillier, L., Stefanidis, A., Phalp, K., and Ali, R. (2018). Conceptualising Gamification Risks to Teamwork within Enterprise. The Practice of Enterprise Modeling, Springer.","DOI":"10.1007\/978-3-030-02302-7_7"},{"key":"ref_9","first-page":"267","article-title":"Strategies and Design Principles to Minimize Negative Side-Effects of Digital Motivation on Teamwork","volume":"10171","author":"Algashami","year":"2017","journal-title":"PERSUASIVE"},{"key":"ref_10","unstructured":"Nicholson, S. (2012, January 13\u201315). A user-centered theoretical framework for meaningful gamification. Proceedings of the Games+ Learning+ Society 8.0, Madison, WI, USA."},{"key":"ref_11","doi-asserted-by":"crossref","unstructured":"Huotari, K., and Hamari, J. (2012, January 3\u20135). Defining gamification\u2014A service marketing perspective. Proceedings of the 16th Inernational Academic MindTrek Conference, Tampere, Finland.","DOI":"10.1145\/2393132.2393137"},{"key":"ref_12","doi-asserted-by":"crossref","first-page":"14","DOI":"10.1145\/2212877.2212883","article-title":"Gamification - designing for motivation","volume":"19","author":"Deterding","year":"2012","journal-title":"Interactions"},{"key":"ref_13","unstructured":"Marczewski, A. (2018, August 27). Gamification Design vs. Game Design. Available online: https:\/\/www.gamified.uk\/2014\/03\/25\/gamification-design-vs-game-design\/."},{"key":"ref_14","first-page":"528","article-title":"Gamification at Work\u2014Designing Engaging Business Software","volume":"8013 LNCS","author":"Kumar","year":"2013","journal-title":"HCI"},{"key":"ref_15","unstructured":"Apter, M.J., and Kerr, J.H. (1991). Adult Play: A reversal theory approach, Garland Science."},{"key":"ref_16","unstructured":"Thiebes, S., Lins, S., and Basten, D. (2014, January 9\u201311). Gamifying Information Systems\u2014A synthesis of Gamification mechanics and Dynamics. Proceedings of the European Conference on Information Systems (ECIS), Tel Aviv, Israel."},{"key":"ref_17","doi-asserted-by":"crossref","unstructured":"Challco, G.C., Moreira, D.A., Mizoguchi, R., and Isotani, S. (2014). An ontology engineering approach to gamify collaborative learning scenarios. Collaboration and Technology, Springer International Publishing.","DOI":"10.1007\/978-3-319-10166-8_17"},{"key":"ref_18","doi-asserted-by":"crossref","unstructured":"Bouzidi, R., De Nicola, A., Nader, F., and Chalal, R. (2018). OntoGamif Ontology: A Modular Ontology for the Gamification Domain. Mendeley.","DOI":"10.3233\/AO-190212"},{"key":"ref_19","first-page":"141","article-title":"Dealing with Risks and Workarounds\u2014A Guiding Framework","volume":"235","author":"Barata","year":"2015","journal-title":"PoEM"},{"key":"ref_20","doi-asserted-by":"crossref","first-page":"35","DOI":"10.17705\/1CAIS.01401","article-title":"A General, But Readily Adaptable Model of Information System Risk","volume":"14","author":"Alter","year":"2004","journal-title":"CAIS"},{"key":"ref_21","unstructured":"Zur Muehlen, M., and Rosemann, M. (December, January 30). Integrating risks in business process models. Proceedings of the 16th Australasian Conference on Information Systems (ACIS 2005), Sydney, Australia."},{"key":"ref_22","doi-asserted-by":"crossref","first-page":"933","DOI":"10.17705\/1CAIS.03452","article-title":"Current research in risk-aware business process management-overview, comparison, and gap analysis","volume":"34","author":"Suriadi","year":"2014","journal-title":"CAIS"},{"key":"ref_23","doi-asserted-by":"crossref","unstructured":"Annamalah, S., Raman, M., Marthandan, G., and Logeswaran, A. (2018). Implementation of Enterprise Risk Management (ERM) Framework in Enhancing Business Performances in Oil and Gas Sector. Economies, 6.","DOI":"10.3390\/economies6010004"},{"key":"ref_24","doi-asserted-by":"crossref","unstructured":"Karachaliou, T., Protonotarios, V., Kaliampakos, D., and Menegaki, M. (2016). Using Risk Assessment and Management Approaches to Develop Cost-Effective and Sustainable Mine Waste Management Strategies. Recycling, 1.","DOI":"10.3390\/recycling1030328"},{"key":"ref_25","doi-asserted-by":"crossref","first-page":"118","DOI":"10.3390\/jrfm2010118","article-title":"Models for Risk Aggregation and Sensitivity Analysis: An Application to Bank Economic Capital","volume":"2","author":"Inanoglu","year":"2009","journal-title":"JRFM"},{"key":"ref_26","unstructured":"Vilpola, I., Ojala, M., and Kouri, I. (2006). Risks and Risk Management in ERP Project\u2014Cases in SME Context. BIS, 179\u2013186."},{"key":"ref_27","doi-asserted-by":"crossref","unstructured":"Kaassis, B., and Badri, A. (2018). Development of a Preliminary Model for Evaluating Occupational Health and Safety Risk Management Maturity in Small and Medium-Sized Enterprises. Safety, 4.","DOI":"10.3390\/safety4010005"},{"key":"ref_28","doi-asserted-by":"crossref","first-page":"157","DOI":"10.1007\/978-3-642-03964-5_16","article-title":"Aligning Risk Management and Compliance Considerations with Business Process Development","volume":"5692","author":"Zoet","year":"2009","journal-title":"E-Commerce Web Technol."},{"key":"ref_29","first-page":"251","article-title":"Development of Capability Driven Development Methodology\u2014Experiences and Recommendations","volume":"305","author":"Stirna","year":"2017","journal-title":"PoEM"},{"key":"ref_30","doi-asserted-by":"crossref","unstructured":"Morschheuser, B., Hassan, L., Werder, K., and Hamari, J. (2018). How to design gamification? A method for engineering gamified software. Inf. Softw. Technol.","DOI":"10.1016\/j.infsof.2017.10.015"},{"key":"ref_31","unstructured":"Saunders, M., Lewis, P., and Thornhill, A. (2009). Research Methods for Business Students, Pearson Education."},{"key":"ref_32","doi-asserted-by":"crossref","unstructured":"Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011, January 28\u201330). From game design elements to gamefulness\u2014defining \"gamification\". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland.","DOI":"10.1145\/2181037.2181040"},{"key":"ref_33","doi-asserted-by":"crossref","first-page":"92","DOI":"10.1109\/MC.2006.196","article-title":"Games with a Purpose","volume":"39","year":"2006","journal-title":"IEEE Comput."},{"key":"ref_34","first-page":"1","article-title":"Creating persuasive technologies\u2014An eight-step design process","volume":"350","author":"Fogg","year":"2009","journal-title":"PERSUASIVE"},{"key":"ref_35","doi-asserted-by":"crossref","first-page":"32","DOI":"10.1109\/52.62930","article-title":"Software risk management: principles and practices","volume":"8","author":"Boehm","year":"1991","journal-title":"IEEE Softw."},{"key":"ref_36","first-page":"55","article-title":"Value Sensitive Design and Information Systems","volume":"Volume 16","author":"Friedman","year":"2013","journal-title":"Early Engagement and New Technologies: Opening up the Laboratory"},{"key":"ref_37","doi-asserted-by":"crossref","first-page":"7","DOI":"10.1037\/1089-2699.4.1.7","article-title":"Group cohesion: From \u201cfield of forces\u201d to multidimensional construct","volume":"4","author":"Dion","year":"2000","journal-title":"Group Dyn."},{"key":"ref_38","first-page":"241","article-title":"Exploring and Conceptualising Software-Based Motivation Within Enterprise","volume":"267","author":"Shahri","year":"2016","journal-title":"PoEM"},{"key":"ref_39","doi-asserted-by":"crossref","first-page":"77","DOI":"10.1191\/1478088706qp063oa","article-title":"Using thematic analysis in psychology","volume":"3","author":"Braun","year":"2006","journal-title":"Qual. Res. Psychol."},{"key":"ref_40","doi-asserted-by":"crossref","first-page":"216","DOI":"10.1111\/1468-2389.00151","article-title":"Perspectives on Models of Job Performance","volume":"8","author":"Viswesvaran","year":"2000","journal-title":"Int. J. Sel. Assess."},{"key":"ref_41","doi-asserted-by":"crossref","first-page":"113","DOI":"10.1111\/j.1468-005X.2011.00263.x","article-title":"Electronic monitoring and surveillance in call centres: A framework for investigation","volume":"26","author":"Ball","year":"2011","journal-title":"New Technol. Work Employ."},{"key":"ref_42","doi-asserted-by":"crossref","unstructured":"Liu, Y., Alexandrova, T., and Nakajima, T. (2011). Gamifying Intelligent Environments, ACM Press.","DOI":"10.1145\/2072652.2072655"},{"key":"ref_43","doi-asserted-by":"crossref","first-page":"159","DOI":"10.1386\/jgvw.6.2.159_1","article-title":"Towards gamification transparency: A conceptual framework for the development of responsible gamified enterprise systems","volume":"6","author":"Raftopoulos","year":"2014","journal-title":"J. Gaming Virtual Worlds"},{"key":"ref_44","doi-asserted-by":"crossref","first-page":"238","DOI":"10.1177\/1046878108319930","article-title":"Orientations to Video Games Among Gender and Age Groups","volume":"41","author":"Greenberg","year":"2008","journal-title":"Simul. Gaming"},{"key":"ref_45","doi-asserted-by":"crossref","first-page":"81","DOI":"10.1089\/109493103321167992","article-title":"Breaking the stereotype: The case of online gaming","volume":"6","author":"Griffiths","year":"2003","journal-title":"Cyberpsychol. Behav."},{"key":"ref_46","doi-asserted-by":"crossref","first-page":"700","DOI":"10.1111\/j.1460-2466.2009.01453.x","article-title":"Looking for Gender: Gender Roles and Behaviors Among Online Gamers","volume":"59","author":"Williams","year":"2009","journal-title":"J. Commun."},{"key":"ref_47","doi-asserted-by":"crossref","first-page":"179","DOI":"10.1016\/j.chb.2014.03.007","article-title":"Demographic differences in perceived benefits from gamification","volume":"35","author":"Koivisto","year":"2014","journal-title":"Comput. Hum. Behav."},{"key":"ref_48","doi-asserted-by":"crossref","first-page":"68","DOI":"10.1037\/0003-066X.55.1.68","article-title":"Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being","volume":"55","author":"Ryan","year":"2000","journal-title":"Am. Psychol."},{"key":"ref_49","doi-asserted-by":"crossref","first-page":"705","DOI":"10.1037\/0003-066X.57.9.705","article-title":"Building a practically useful theory of goal setting and task motivation: A 35-year odyssey","volume":"57","author":"Locke","year":"2002","journal-title":"Am. Psychol."},{"key":"ref_50","doi-asserted-by":"crossref","first-page":"23","DOI":"10.2307\/258352","article-title":"The Determinants of Goal Commitment","volume":"13","author":"Locke","year":"1988","journal-title":"Acad. Manag. Rev."},{"key":"ref_51","doi-asserted-by":"crossref","first-page":"69","DOI":"10.1037\/0021-9010.69.1.69","article-title":"Effect of goal acceptance on the relationship of goal difficulty to performance","volume":"69","author":"Erez","year":"1984","journal-title":"J. Appl. Psychol."},{"key":"ref_52","doi-asserted-by":"crossref","first-page":"512","DOI":"10.1037\/0021-9010.67.4.512","article-title":"Relation of goal level to performance with a short work period and multiple goal levels","volume":"67","author":"Locke","year":"1982","journal-title":"J. Appl. Psychol."},{"key":"ref_53","doi-asserted-by":"crossref","first-page":"157","DOI":"10.1007\/s10676-016-9401-5","article-title":"More than just a game: ethical issues in gamification","volume":"18","author":"Kim","year":"2016","journal-title":"Ethics Inf. Technol."},{"key":"ref_54","doi-asserted-by":"crossref","first-page":"365","DOI":"10.1146\/annurev.psych.56.091103.070141","article-title":"Prosocial Behavior: Multilevel Perspectives","volume":"56","author":"Penner","year":"2005","journal-title":"Ann. Rev. Psychol."},{"key":"ref_55","doi-asserted-by":"crossref","first-page":"402","DOI":"10.1177\/0146167284103008","article-title":"Perceptions of Firmness and Strength in Negotiation","volume":"10","author":"McGillicuddy","year":"1984","journal-title":"Person. Soc. Psychol. Bull."},{"key":"ref_56","doi-asserted-by":"crossref","first-page":"565","DOI":"10.1037\/0022-3514.74.3.565","article-title":"On feeling good and getting your way: Mood effects on negotiator cognition and bargaining strategies","volume":"74","author":"Forgas","year":"1998","journal-title":"J. Person. Soc. Psychol."},{"key":"ref_57","doi-asserted-by":"crossref","first-page":"51","DOI":"10.1145\/301353.301410","article-title":"Toward an ethics of persuasive technology","volume":"42","author":"Berdichevsky","year":"1999","journal-title":"Commun. ACM"},{"key":"ref_58","doi-asserted-by":"crossref","first-page":"167","DOI":"10.1023\/A:1008689307411","article-title":"Participatory Design: Issues and Concerns","volume":"7","author":"Kensing","year":"1998","journal-title":"Comput. Supported Coop. Work (CSCW)"},{"key":"ref_59","first-page":"299","article-title":"A stakeholder management model for ethical decision making","volume":"6","year":"2005","journal-title":"Int. J. Manag. Decis. Mak."},{"key":"ref_60","unstructured":"Ethics, C.C.F.B. (1999). Principles of Stakeholder Management, University of Toronto."},{"key":"ref_61","doi-asserted-by":"crossref","unstructured":"Herzig, P., Ameling, M., Wolf, B., and Schill, A. (2015). Implementing Gamification: Requirements and Gamification Platforms. Gamification in Education and Business, Springer.","DOI":"10.1007\/978-3-319-10208-5_22"},{"key":"ref_62","unstructured":"Marczewski, A.C. (2015). Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design., Blurb."},{"key":"ref_63","doi-asserted-by":"crossref","unstructured":"Wallm\u00fcller, E. (2002). Risk Management for IT and Software Projects. Business Continuity, Springer.","DOI":"10.1007\/978-3-642-56005-7_10"},{"key":"ref_64","doi-asserted-by":"crossref","unstructured":"Fogg, B.J. (2002). Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies), Morgan Kaufmann.","DOI":"10.1145\/764008.763957"},{"key":"ref_65","unstructured":"Versteeg, M.J.J.M. (2013). Ethics & Gamification Design: A Moral Framework for Taking Responsibility. [Master\u2019s Thesis, Universiteit Utrecht]."},{"key":"ref_66","doi-asserted-by":"crossref","first-page":"15","DOI":"10.1016\/j.im.2003.11.002","article-title":"The Delphi method as a research tool: An example, design considerations and applications","volume":"42","author":"Okoli","year":"2004","journal-title":"Inf. Manag."}],"container-title":["Systems"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.mdpi.com\/2079-8954\/7\/1\/9\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,11]],"date-time":"2025-10-11T12:31:42Z","timestamp":1760185902000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.mdpi.com\/2079-8954\/7\/1\/9"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2019,2,13]]},"references-count":66,"journal-issue":{"issue":"1","published-online":{"date-parts":[[2019,3]]}},"alternative-id":["systems7010009"],"URL":"https:\/\/doi.org\/10.3390\/systems7010009","relation":{},"ISSN":["2079-8954"],"issn-type":[{"value":"2079-8954","type":"electronic"}],"subject":[],"published":{"date-parts":[[2019,2,13]]}}}