The Kingdom of Satisfaction: Case Study of Gamification at Neurotech

The Kingdom of Satisfaction: Case Study of Gamification at Neurotech

Breno José Andrade de Carvalho, Ammanda Cavalcanti Silva, Carla Guedes Porfirio Cavalcante, Gil Vicente de Brito Maia
DOI: 10.4018/978-1-6684-4291-3.ch006
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Abstract

The results presented in this chapter come from a case study of gamification at Neurotech, a company located in Porto Digital, Recife, Pernambuco, Brazil. The objective was to develop a solution to improve the productivity and satisfaction rates of the company's clients. In general, the authors used contributions on gamification from Patrício, Moreira, and Zurlo; Burke; Costa and Marchiori; and Vianna et al. to which they added Mastrocola's playful learning, Huizinga's magical circle, Bartle's player profile, and engagement in the organizations of the Gallup Institute. For the experiment, the Gamification Canvas and the Trello tool were used to develop and monitor the “Kingdom of Satisfaction” activities. Among the results achieved, a significant increase in cooperation between teams and participants was identified, in addition to reaching a 100% customer satisfaction rate.
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Background

In this scenario in which several Information Technology (IT) organizations deal with difficulties, including several related to delivery and satisfaction, gamification can help influence and motivate employees by improving the results that are obtained from employees and for customers.

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