课题基金 / 基金详情

Digital Gamification for Business as an Innovative SaaS

Digital Gamification for Business as an Innovative SaaS
商业数字游戏化作为创新的 SaaS
批准号:
83223
负责人:
金额:
$12.61万
依托单位:
依托单位国家:
英国
项目类别:
Collaborative R&D
财政年份:
2020
资助国家:
英国
项目状态:
已结题
起止时间:
2020 至 --

项目摘要

项目成果

相似基金

相关文献

中文摘要
翻译
该项目采用已建立的经过验证的体验式学习工具,这些工具已被数字化为基于云的商业游戏套件,作为软件即服务(SaaS),使其可用于日益分散的劳动力。体验式游戏化游戏帮助组织、团队和个人以安全和可控的方式交付组织变革,节省时间和金钱,管理变革过程中固有的威胁,并最终通过自主努力提高生产力。我们的体验式学习工具(我们将其命名为业务流程镜像)反映了组织的复杂性以及平衡个人和组织目标的需求,这在后COVID时代将变得越来越重要。COVID-19和封锁使远程工作的人数增加到54%以上,其中许多人是第一次。虽然封锁可能是暂时的,但在过去十年中,在家工作的人数增加了27%,这表明我们正在加速进入新常态。这增加了团队在远程工作时进行有效沟通和协作的需求。通过模拟与远程工作相关的组织问题,我们的数字体验工具反映了现实生活,使团队、领导者和个人能够反思和修改自己的行为和实践。如果没有这些新的、有影响力的和创新的工具,组织、团队和个人将难以保持效率,使他们在全球工作场所的竞争力下降,从而无法激励和留住员工。通过开发这种虚拟解决方案来解决许多行业和企业面临的挑战,我们从模拟面对面交付转向数字交付。在这样做的过程中,我们用虚拟工具取代了物理工具。这一数字化游戏化过程将确保更广泛的市场能够体验到我们游戏化带来的好处。虽然封锁期间的大部分注意力都集中在Zoom和MS Teams等工具上,但对协作中的人的方面却没有给予足够的重视。我们确定了数字化体验游戏化图书馆的3个关键利益相关者:组织领导者、团队和个人员工。我们的数字体验游戏化套件清楚地说明了领导者需要如何调整自己的风格以适应新的工作规范,以及他们需要做些什么才能最大限度地利用员工。团队将学习如何在远程工作时更有效地协作,确定使任何战略工作所需的清晰目标,将团队统一在明确的方向上。而个人,从他们的日常生活和工作社区中分离出来,发现他们需要改变的行为和流程,在封锁和其他地方繁荣昌盛。
英文摘要
This project takes established proven experiential learning tools, which have been digitalised to a cloud based suite of business games as Software as a Service (SaaS) making it available to an increasingly distributed workforce.The experiential gamification titles help organisations, teams and individuals deliver organisational change in a safe and controlled manner, saving time and money, managing the threats inherent in the change process and ultimately improving productivity through discretionary effort.Our experiential learning tools which we trademark as Business Process Mirrors, reflect organisational complexities and the need to balance personal and organisation goals which will be increasingly important in a post COVID era.COVID-19 and lockdown has seen a rise in those working remotely to over 54%, many, for the first time. While lockdown may be temporary, the increase in home working of 27% over the last decade suggests we are experiencing an acceleration to the new normal. This increases the need for teams to communicate and collaborate effectively while working remotely. By simulating organisational issues around remote working, our digital experiential tools mirror real life enabling teams, leaders and individuals to reflect on and modify their own behaviour and practice. Without such new, impactful and innovative tools, organisations, teams and individuals will struggle to maintain efficiency, making them less competitive in a global workplace, therefore less able to motivate and retain employees.By developing this virtual solution to address the challenges facing many sectors and businesses, we pivot from analogue face to face delivery, to digital. In so doing, we replace physical tools, with a virtual ones.This digitalised gamification process will ensure that the benefits derived from playing our gamification will be experienced by a much wider market.While much of the focus through lockdown has been on tools such as Zoom and MS Teams, there has been insufficient attention paid to the human side of collaboration. We identify 3 key stakeholders for our Digitalised experiential gamification library:Organisational leaders,TeamsIndividual employees.Our suite of digital experiential gamification clearly illustrates how leaders need to adapt their style to the new working norms and what they need to do to get the most from their employees. Teams will learn how to collaborate more effectively when working remotely, identifying a clarity of purpose required to make any strategy work, unifying the teams in a clear direction. While individuals, separated from their regular routine and their work community, discover the behaviours and processes they need to change, prosper and thrive in lockdown and beyond.
期刊论文(0)
专著(0)
科研奖励(0)
会议论文
海外基金