Towards a Gamified Approach for Enhancing VBE Preparedness for Establishing Virtual Collaborations

Formation of collaborative settings (virtual organizations, collaborative network organizations, etcetera) is hindered by the lack of trust between unfamiliar but potential partners. Gamification is the application of game design principles to non- game e

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Institute of Mathematics and Computer Science, University of Sindh, Jamshoro, Pakistan {nr76,qn}@usindh.edu.pk Department of Computer Science, University of Leiceter, Leicester, UK [email protected]

Abstract. Formation of collaborative settings (virtual organizations, collaborative network organizations, etcetera) is hindered by the lack of trust between unfamiliar but potential partners. Gamification is the application of game design principles to non- game environments. We claim that incorporating the concepts of gamification into Virtual Organisation Breeding Environments (VBEs) leads to building trust between VBE members, as well as motivating them to be proactive members of the VBEs that contribute towards the flourishing of VBEs. This paper explores a novel gamified approach, supported by a suitable methodology, to address the relatively neglected concept of ‘preparedness’ of VBEs. Keywords: Gamification  Virtual organizations  VO breeding environment  Motivation  Preparedness

1 Introduction The organizations around the world are increasingly interested in opportunity-driven, timely and temporary collaborations and cooperation with other organizations [8]. Such collaboration, not only increase their profit but increase their survivability in today’s turbulent and constantly changing business markets as well [2–4, 17]. However, different factors (such as lack of trust and the non-existence of basic infrastructure that allow for smooth transaction) play a critical role in the timely formation of such collaborations. To support this emerging tendency, long term alliances of autonomous and geographically dispersed organizations called Virtual organization Breeding Environments (VBEs) are being established among organizations, to serve as the base environments for creation of temporary and opportunity-driven collaborations [13]. Their main aim is to increase the preparedness of different organizations towards potential temporary collaborations (generally called Virtual Organizations (VOs)) [1, 11, 15]. However, in order to increase preparedness of VBEs the definition of the term must be unambiguously and formally

© IFIP International Federation for Information Processing 2016 Published by Springer International Publishing Switzerland 2016. All Rights Reserved H. Afsarmanesh et al. (Eds.): PRO-VE 2016, IFIP AICT 480, pp. 165–177, 2016. DOI: 10.1007/978-3-319-45390-3_15

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defined first. At the moment, these terms mostly remain neglected and vaguely defined as per the situation. Our hypothesis is that a deeper understanding of preparedness helps in designing applications that better capture the aspects associated with preparedness. Gamification is about capturing intrinsic innate human desires in a playful and fun way and motivating users to achieve certain objectives. We believe that it can provide great value to enhancing preparedness levels in VBEs. The main research questions that this paper addresses are: • What does preparedness imply during different stages of VBE life-cycle? • Who are the