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Inf Syst Front

DOI 10.1007/s10796-016-9624-3

A system framework for gamified Cost Engineering


Eric Zimmerling 1 & Patrick J. Hflinger 1 & Philipp G. Sandner 2 & Isabell M. Welpe 1

# Springer Science+Business Media New York 2016

Abstract This study develops a system framework and an different evaluation methods. Our proposed system frame-
enterprise IT solution for integrating gamification elements work combines the organizational and IT requirements with
to efficiently implement and continuously perform Cost gamification elements to efficiently steer Cost Engineering
Engineering. Cost Engineering is a systematic approach to methods and best manage knowledge and competencies.
manage knowledge and competencies regarding costs reduc-
tion measures throughout the life cycle of products and is Keywords System framework . Cost Engineering .
technology, resource and time intensive. Gamification as a Gamification . Motivation . IT platform
non-monetary multidimensional incentive system holds great
potential to implement and establish Cost Engineering in a
novel and less resource demanding manner and stipulate 1 Introduction
knowledge sharing and dissemination. Building on a review
of the relevant literature we conducted 20 interviews with Effective knowledge and competence management in todays
experts from eight companies of the German and Austrian organizations has become a critical success factor since the in-
high-tech manufacturing industry to examine the system re- formation revolution shrunk time and space dimensions
quirements from an organizational perspective. Analyzing the (Zangiski et al. 2013). Many IS related initiatives fail or are being
interviews, we found that companies need a flexible platform cancelled as knowledge is not holistically shared, transferred and
where the game elements help to align management objectives preserved across projects and individuals within organizations
with concrete tasks, meet legislative regulations and have (Standish International 2013; Schacht et al. 2014; Schindler
and Eppler 2003). More than ever before organizations are de-
Eric Zimmerling and Patrick J. Hflinger have contributed equally to this pendent upon knowledge and learning (Foray and Lundvall
work. 1998). Creating knowledge and developing competences with
the right incentives is key to a competitive positioning and firm
* Eric Zimmerling
survival (Rosenberg 2000; Hussain et al. 2004; Hustad and
eric.zimmerling@tum.de
Munkvold 2005; Grant 1996). Especially in high tech industries,
Patrick J. Hflinger the creation of truly valuable knowledge which is problem relat-
p.hoeflinger@tum.de ed, interdisciplinary recognized and affordable, yet difficult to
foster, needs particular attention (Gupta et al. 2000). Cost
Philipp G. Sandner
p.sandner@fs.de Engineering is an example for such knowledge, as it is the link
between product development and the customer, constantly
Isabell M. Welpe
welpe@tum.de
searching for the best compromise between optimal technical
solutions and low costs (Wildemann 2012).
Especially small companies have trouble performing Cost
1
TUM School of Management, Technische Universitt Mnchen, Engineering since the approach requires a great level of tech-
Mnchen, Bayern, Germany nological expertise and resources (Heady et al. 2005). Further,
2
Frankfurt School of Finance & Management, Frankfurt, Germany already the less resource and technology driven methods of
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Cost Engineering such as workshops and trainings to raise and performing Cost Engineering in a more efficient manner.
cost awareness are not well established (Rajkumar and Jose Thus, this paper seeks to address the following three research
2005). Heady et al. (2005) therefore call for a Bmore simply, questions: How and why gamification can help to introduce
more quickly and more cost effectively^ Cost Engineering. and maintain Cost Engineering in companies? Which game
The recent topic of gamification may help to overcome current mechanism and game elements are most suitable for the Cost
problems. Using game elements in non-game contexts, Engineering methods? What needs to be considered in the frame-
gamification aims to increase engagement and motivation work to implement gamification in an enterprise process?
through gameful design in non-game digital applications In the following, we will outline the principles of
(Deterding et al. 2011b) and add to monetary incentive sys- gamification and Cost Engineering and the rationale why we
tems in companies. With respect to the effectivity of increas- consider gamification as useful in introducing and maintain-
ing intrinsic motivation the self-determination theory (SDT) ing Cost Engineering with focus on intrinsic and extrinisc
by Deci and Ryan (1980, 1985) is mostly used to describe the motivation. Following this review of the relevant literature,
motivational aspects of gamification (Deterding 2011; we outline the methodology for our expert interviews. We will
McGonigal 2011; Pavlas 2010; R. M. Ryan et al. 2006). then discuss the results of the expert interviews and build a
Gamification and its various components are a multidimen- conceptual model upon which we build our system framework
sional addition to non-monetary incentive systems. Elements and exemplify the processes on the IT platform.
such as rewards, feedback and evaluation systems can be
found in games in order to create engagement and long-term
commitment (McGonigal 2011; Werbach and Hunter 2012) 2 Theoretical background
and thus complement the monetary and non-monetary incen-
tive systems already used by companies. 2.1 Knowledge and competence management
We find that gamification holds great potential to imple-
ment and establish Cost Engineering in a novel and more Since services displaced manufacturing as the major compo-
flexible manner (Rughini 2013; Yeo and Arazy 2012) for nent of economic activity (Contractor and Lorange 2002),
the following reasons. Firstly, game elements have the poten- economies are increasingly dependent upon knowledge and
tial to motivate and engage users in various contexts (Koivisto learning (Foray and Lundvall 1998). Such assets increasingly
and Hamari 2014). Secondly, gamified platforms are flexible surpass physical assets both in value and contribution to
systems (Nicholson 2012) and employees can contribute to growth (Lev 2000). According to Gupta et al. (2000) and
specific tasks through game elements such as quests in which Hussain et al. (2004) knowledge management is the organiza-
they can e.g. obtain points and/or badges (Werbach and tion of corporate knowledge and intellectual assets. It helps an
Hunter 2012). Thirdly, we see a gamified platform to function organization to identify, select, organize, disseminate and fi-
as a social network to enhance the overall communication nally transfer essential information and expertise (Hussain et
culture (P. K. Ryan 2011), to foster the exchange of informa- al. 2004). As such it adds value to the processes and opera-
tion (Mller-Birn and Gronau 2007), target the right em- tions, leverages growth and innovation and finally provides a
ployees (by competence) and improve a firms overall knowl- competitive advantage (Hussain et al. 2004). In the long term,
edge management. In this studies context, a network-based the most sustainable source of competitive advantage will be
gamification application is a novel solution to drive and sig- the capability to learn faster than competitors (Senge 1991).
nificantly improve efficiency of the Cost Engineering process. In the industrial era, organizations were able to improve their
To date there is no solution and approach to implement and efficiency, effectiveness and finally their competitive edge by
perform various Cost Engineering methods in a flexible and automating manual labor (Gupta et al. 2000). Nowadays, orga-
resource friendly manner. As Heady et al. (2005) argue success- nizations are streamlining their processes of working smarter
ful Cost Engineering in SMEs for example would have the together via improved collaboration and communication to
potential to overcome structural and economic disadvantages achieve a reduction of risk, duplication of effort and uncertainty
towards large companies. Second, research translating in the everyday work (Hussain et al. 2004). Organizations real-
gamification into a system framework for internal enterprise ize that knowledge assets need likewise to be cost-effective,
processes compared to the implementation for specific actions managerially effective in problem solving, decision making
is scarce. Scholars and practitioners so far focused on specific and innovation (Gupta et al. 2000). Knowledge within an orga-
actions such as sales or ideation alone (see for example: Mollick nization, however, resides in an unstructured way (Gupta et al.
and Rothbard 2013; Moradian et al. 2014). We will therefore, 2000). Therefore, companies increasingly utilize knowledge
for the first time develop a framework to use gamification for management, which can be divided in two processes. Firstly,
Cost Engineering and within an interrelated project process. knowledge is created, stored, shared, transferred and applied
The question is whether and how a gamified Cost (Zangiski et al. 2013). Secondly, this knowledge is used for
Engineering platform can increase the flexibility of implementing the organization to sell products and bring out results
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(Zangiski et al. 2013). These processes are usually referred as and configurations. In order to be competitive companies need
the life cycle of knowledge, e.g. by McElroy (2003); Wigg to create dynamic work environments and react quickly and
(1993) or Bukowitz and Williams (2000). flexibly to the changing environment (Zinser and Boch 2007).
Knowledge management has associated processes (e.g. or- Considering that 70 to 90 % of a products costs are deter-
ganizational learning) and is closely bound to organizational mined during the product design and conceptualization phase,
competences (Zangiski et al. 2013). According to Sanchez even here small optimizations can yield great effects (Schppi
(2004) competence is the ability to sustain the coordinated et al. 2005; Coenenberg et al. 2009; Ehrlenspiel et al. 2007).
deployment of assets in ways that help the organization Further, constant technological changes shorten the product
achieve its goals. Competence is usually used in a strategic life cycles and increase in customer demand for quality re-
context including core competences decisive for firm survival quires faster innovations to stay in the market (Rggeberg
and differentiation among competitors. Hustad and Munkvold and Burmeister 2008). Besides, rising customer claims result
(2005) state that competence management focuses on in more product complexity to account for individual needs
Bsystematic and innovative methods, practices, and tools for and requirements. Cost Engineering highlights these trends
managing the generation, acquisition, exchange, protection, and places a special focus on customer requirements and their
distribution, and utilization of knowledge, intellectual capital, willingness to pay for individual solutions.
and intangible assets^. Mills and Bourne (2002) divided and Cost Engineering is defined by BThe Authority for Total Cost
classified competences, differentiating core competences, or- Management^ (AACE) as Ba systematic approach to managing
ganizational or business unit competences, distinctive compe- cost throughout the life cycle of any enterprise, program,
tences, and dynamic capabilities or skills. facility, project, product, or service^ (AACE-International
Knowledge management has become a critical success factor 2014). Considering the customer perspective, several methods
since the information revolution shrunk time and space dimen- of measuring and analyzing costs are used, including
sions, enabling real-time communication and among geographi- benchmarking, target costing, or total cost of ownership to re-
cally distant people and organizations (Zangiski et al. 2013). duce product cost and development times (Saynisch 2004).
Rosenberg (2000) emphasizes that information and communica- Thereby, cost transparency and forecast accuracy of time and
tions technologies (ICT) have increasingly supported the ad- costs are crucial for success (Wildemann 2012). In this context,
vancement of knowledge management, e.g. with access and Cost Engineering is highly dependent on vital information shar-
the decentralization of information (Walsh and Ungson 1991). ing and data availability especially on reliable cost data
Strategically, firms need to develop an internal strategy and ulti- (Rajkumar and Jose 2005). Especially for forecasting and the
mately an environment that favors new idea generation (Yang estimation of costs, raw data on product and manufacturing
2010; Zangiski et al. 2013). Knowledge is often task-specific, information, employee experience and knowledge are key par-
hence needing a proper structuring based on internal processes ticularly for projects with high uncertainty (Lauven et al. 2010;
and external influences with dynamic interaction (Yang 2010; Xu et al. 2012). The learning organization, characterized by the
Zangiski et al. 2013). Firms need to manage existing compe- ability to sense changes in the environment and adapt accord-
tences and knowledge efficiently, hence in the meantime develop ingly (Gldenberg 1998) is part of the knowledge management
new ones to stay competitive (Gupta et al. 2000). and hence Cost Engineering as it draws upon the information
In that sense, rather than staying on a theoretical and super- and knowledge available in companies. Further, in knowledge
ficial level, we applied a concrete example of how firms can management the interaction and joint learning with the goal to
adopt an enterprise solution in a new learning approach for enhance employee capabilities, experiences and knowledge of
products and processes via an IT platform. Knowledge should company characteristics is key (Schppel 1996). Therefore,
be actionable (Hussain et al. 2004). Therefore we have chosen finding the right incentives to provide knowledge and documen-
cost engineering as a discipline as it is an use-oriented ap- tation is a primary objective especially with respect to Cost
proach that is already widely used in organizations and by Engineering (North 2005).
its traits is closely related to knowledge as well as competence In general, Cost Engineering as an approach to finding the
management. Further, it is a discipline which makes use of optimum between costs, quality and time is underrepresented
various methods also knows in other areas of the organization in Germany (Rohbeck 2012). In this sense especially small
but being so diverse that it has to date not seen many IT companies have trouble performing Cost Engineering since
approaches for enterprise solutions. the approach requires a great level of technological expertise
and resources more readily available in larger companies
2.2 Cost Engineering an integrated approach to cost (Heady et al. 2005). Further, the less resource and technology
optimization driven methods of Cost Engineering such as workshops and
trainings to raise cost awareness are not well established in
Considering the challenges of our globalized economy, com- SMEs (Rajkumar and Jose 2005). Heady et al. (2005) there-
panies have to operate as innovators for products, processes, fore call for a Bmore simply, more quickly and more cost
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effectively^ Cost Engineering for SMEs in order to reduce gamification since one needs to employ mechanics that result
structural and economic disadvantages SMEs face when com- in dynamics in order for the user to experience aesthetics
peting with larger companies. (Cunningham and Zichermann 2011; Deterding et al.
Thus, to sum up, Cost Engineering takes different knowl- 2011a). In this context, Bajdor and Dragolea (2011) and
edge bases on which competences depend (Sanchez 2004). Cunningham and Zichermann (2011) see points, levels,
(1) Know-how, practical forms of knowledge for improving badges and leaderboards as the primary game mechanics in
products and processes, i.e. by reducing costs for a certain gamification. This is in line with McGonigal (2011) who sees
part via DFMA calculation (2) Know-why, theoretical forms points, levels and progress bars as the defining components of
of understanding for creating new products and processes, the games feedback systems. Point scores can be seen as the
i.e. new technical solutions with the product clinic (3) number one gamification mechanism as other elements such
Know-what, strategic forms for value creation by combining as levels and leaderboards are only realizable through a certain
the priory mentioned ones., i.e. customer involvement in a tracking of the activity namely points (Gears and Braun 2013).
value analysis (Sanchez 1996, 1995; Wildemann 2012). Leaderboards are visible throughout the gamification applica-
However, an efficient and coherent application is not yet tions and show the users position amongst all users and/or
satisfactory and holds great potential for knowledge manage- amongst their direct competitors. Such a ranking system puts
ment and competence management. In the context of cost points into a social context namely comparability against
optimization, instruments like employee improvement sug- ones peer and is used to stipulate challenges and competition
gestions are known, but seldomly used proactively in day- (Sweetser and Wyeth 2005). The various gamification ele-
to-day businesses. Therefore, employees only have small ments and their motivational affordance were summarized in
incentives to propose measures for cost reductions so that a recent meta-analysis of empirical (mainly descriptive statis-
they can be critically evaluated and in the best case even be tics) studies on gamification which found a tendency towards
implemented (Haunerdinger and Probst 2005). positive effects on engagement and motivation (Hamari et al.
2014). However, the study further indicates that the context
2.3 Gamification, game mechanisms and dynamics and the characteristics of the players heavily influence the
success rate of gamification (Hamari et al. 2014).
A promising approach to enthuse employees with the topics of As indicated above, we will focus our study on the Cost
cost optimization and knowledge sharing is gamification. The Engineering process in companies to foster a more efficient
principles of gamification were long used for various applica- implementation and ongoing Cost Engineering as well as rais-
tions (see for example Nike+, Miles & More and Foursquare) ing the cost awareness amongst employees. Therefore we ini-
but the term gamification was only first defined by Deterding tially do not focus on the performanc of single game elements
et al. (2011a) as the use of game design elements in non-game but rather on how the above mentioned results can be trans-
contexts^. A recent systematic survey on the usage of lated and implemented on an IT platform that serves the pro-
gamification in various disciplines found an aggregated defi- cesses in Cost Engineering.
nition emerging and defines gamification as Bthe intentional
use of game elements for a gameful experience of non-game 2.4 Motivational drivers for knowledge sharing and idea
tasks and contexts^ (Seaborn and Fels 2015). The underlying creation in gamified Cost Engineering
assumption is that non-game digital applications, through
gameful design, will grow into more engaging and motivating Grounded on the principal agent theory employees (the agent)
applications (Deterding et al. 2011b). In the work environment receive financial rewards from the company (the principal) for
that usage is then called Benterprise gamification^ (Werbach their efforts to produce output. These financial rewards are
and Hunter 2012). Gamification is further to be distinguished also seen as the main motivation for work (Levai 2009).
from serious games which are full games without the purpose Furthermore, the principal agent theory solely relies on extrin-
to entertain but rather to educate and train subjects or study sic motivation and not intrinsic motivation (Van Herpen et al.
customers (Abt 1987). 2003). However, amongst others one aspect of this relation-
There is a myriad of theories to the structures of games. For ship, determining its optimal contract, is the motivation of the
gamification the structure from Hunicke et al. (2004) is the agent (Levai 2009). One main vehicle is a performance
most frequently used in which three game elements determine based payment rate to increase motivation and performance,
the base strucutre of a game, namely: mechanics, dynamics however, results here show a mixed success rate (Shaw et al.
and aesthetics. Mechanics are the base components of a game, 2003; Beer and Cannon 2004). Thus companies have added
dynamics describe the run-time behavior of the mechanics non-monetary incentive systems for example social recogni-
acting on player inputs and aesthetics the emotional reaction tion to reinforce desired employee behaviors (Long and
of players (Hunicke et al. 2004). The clear differentiation of Shields 2010). Stajkovic and Luthans (2003) in this regard,
those structures is important for the procedure of meaningful found in a meta-analysis that social recognition as well as
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feedback have a positive effect on employee performance. underlying task. In gamification quests are seen similar to
Gamification and its various components and mechanisms challenges and guide users with specific goals they can
add a multidimensional dimension to those non-monetary in- achieve within the gamification platform. Further, quests are
centive systems. Elements such as rewards, feedback and seen to add depth and meaning to the user experience
evaluation systems can be found in games in order to create (Cunningham and Zichermann 2011). SAP for example de-
engagement and long-term commitment (McGonigal 2011; veloped a BBingo^ gamification approach for their customer
Werbach and Hunter 2012) and thus complement the mone- service where the manager sets up different tasks to fulfill (e.g.
tary and non-monetary incentive systems already used by reply to a ticket in a certain time or help another agent solve a
companies. ticket) which can each be seen as a quest. The agents can track
Humans are seen to be motivated when they perform a their progress and the one who fulfills all tasks first wins that
certain task pursuing a certain purpose and in principal round of Bingo (Makanawala et al. 2013).
every activity can be motivating. One primarily distin- Deci and Ryan (2000) adduce that positive feedback still
guishes between two types of motivation namely extrinsic requires perceived autonomy in order to affect intrinsic moti-
and intrinsic motivation (Deci 1972). Within the area of vation, which is not the case for most gamification applica-
video games and gamification the self-determination theory tions in the workplace context (Deterding 2011). The frame-
(SDT) by Deci and Ryan (1980, 1985) is widely accepted work therefore takes those aspects into consideration for ex-
(Deterding 2011; McGonigal 2011; Pavlas 2010; R. M. ample positive feedback by colleagues should be promoted
Ryan et al. 2006). The theory builds on three psycholog- within the individual platform elements. The pure usage of
ical needs of human motivation: competence, autonomy points, as also argued by Werbach and Hunter (2012), does
and relatedness, which are key for ongoing psychological not lead to an increased engagement of the users per se.
growth, integrity, and well-being (Deci and Ryan 2000). Especially for serving the need of relatedness status and rep-
Therefore, factors like social connectedness, satisfaction utation must be put into a social and for the user meaningful
and epic meaning are seen to trigger intrinsic motivation context (Groh 2012). Thus, points can be related to winning
(McGonigal 2011) of game players. In his situated moti- the before mentioned quests within Cost Engineering methods
vational affordances framework, Deterding (2011) refers in and are then linked to performance and a meaningful social
large parts on the SDT but also describes its shortcomings context. Such a meaningful social context is further given
in the area of gamification. Especially with respect to through the basic idea of Cost Engineering to reduce costs
autonomy at work and its serious consequences in and is considered as the epic meaning of our approach. This
comparison to general game play. Zhang (2008) outlined is seen as one of the most important game mechanics
design principles for the motivational affordance for infor- (McGonigal 2011).
mation and communication technology systems in general Further, implementing game elements such as badges can
and also concluded that the design and its support for the be related to certain achievements in Cost Engineering
motivational needs are dependent on the context. methods. Therefore, they can be considered as rewards, which
Considering the company as a social system, social fac- are assigned not just for the completion of a task but for the
tors such as recognition play a major role and can enhance overall performance of the user. Combined with the recogni-
the perceived competence, hence intrinsic motivation (Deci tion in a social context by other users, they further serve the
and Ryan 2000). Along with the number of users such social need for relatedness. Additionally, it is considered a challenge
factors were found to be an important prerequisite for for the user as the user will know in advance of the require-
gamification (Hamari and Koivisto 2013). In the workplace ments necessary to achieve a badge. When the requirements
the social factor was found to have an influence on the are realistic and challenging they result in increased intrinsic
creative processes (Amabile 1997). The increased perceived motivation (Deci and Ryan 2000; Csikszentmihalyi 2000). It
competence is achieved through positive feedback about was found that setting goals in particular high-goals led to an
ones performance which was found to increase intrinsic increased performance compared to letting people simply do
motivation compared to negative feedback (Deci and their best (Shalley 1995; Locke and Latham 2002) which
Cascio 1972; Fisher 1978). In order to further address com- could already be partially proven with respect to gamification
petence, the gamified application should provide a realistic (Hamari 2013).
challenge in line with Csikszentmihalyis (2000) flow As mentioned above, companies incentivize and motivate
theory. employees through various incentive systems such as salaries,
Such challenges can be in form of quests, which are exer- promotions, rewards, profit sharing or holiday bonuses (Baker
cises for individuals or teams, in which points and or badges et al. 1988). Rewarding employees with non-monetary re-
can be awarded. They can be set up according to Cost wards for creating new ideas was found to be more effective
Engineering methods and address those employees who are than high-powered incentives (Baumann and Stieglitz 2014).
seen to be most knowledgeable and valuable for the Further, Holmstrom and Milgrom (1994) found that low-
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powered incentive systems within firms spark cooperation and sampling (Eisenhardt and Graebner 2007). We conducted in-
coordination. depth interviews with 20 experts in 8 companies from the
In that sense, extrinsic and intrinsic motivation must German and Austrian high-tech industry. As Cost
not be seen separately or mutually contradictory since Engineering is primarily used by producing companies with
there are interdependencies between the two especially tangible and rather complex products we focused on the high-
in workplace settings (Lepper and Henderlong 2000; tech industry. The companies originate from the following
Kehr 2004; Deci 1971). However, one must be cautious industries: optics, automotive, mechanical engineering, engi-
with respect to the overjustification effect which results neering services and industrial machinery. The companies
in lower or blocked intrinsic motivation due to external hence operate a research and development department. Here
rewards (Wiersma 1992; Lepper and Henderlong 2000; we specifically focused on companies that already used Cost
Amabile et al. 1994). Werbach and Hunter (2012) point Engineering and indicated that they see potential to improve
out that for gamification applications, where external the Cost Engineering process through IT enterprise solutions.
rewards such as points and badges are not thoughtfully Further, these companies had not implemented any knowl-
added, one needs to fear a crowding-out of intrinsic edge management tools which could have been utilized for
motivation. However, it was found that for subjects the purpose of the Cost Engineering. We further focused on
who are highly intrinsically motivated, extrinsic rewards SMEs as they can most profit from a more efficient implemen-
had no negative influence on the intrinsic motivation tation through an IT enterprise solution. Above, we also in-
(Arnold 1976). As one can see awards and their out- cluded three big companies in our sample to assure the plat-
comes on performance and motivation are highly depen- form can grow with the companies and will thus be
dent on the individual company situation which is also generalizable.
seen to be the case for gamification (Nicholson 2012).
Further, it was found that humans at work differ greatly 3.1 Data collection
in their individual motivation due to personal aspects
(Amabile et al. 1994) or the task to be performed in a We specifically did not interview IT experts in the companies
certain situation (Humphreys and Revelle 1984). This is or game designers as the focus of our study is the overall cost
also the base assumption of Deterdings (2011) situated engineering process and understanding which knowledge
motivational affordance model. Therefore, as mentioned management tools are already used and how to make a first
above in our framework, we particularly pay attention to step towards integrating gamification into this process and not
the relatedness of points and badges and link them to designing game elements to improve specific activities on a
the judgment of others (e.g. with votes on comments platform. For the purpose of this research, we first targeted
that influence the point score). future users of the platform and hence interviewed managers
Building on the outlined motivational aspects, gamification from departments currently working with Cost Engineering
can be seen as a new multidimensional low-powered incentive methods and are familiar with the underlying processes in-
system which acts across hierarchies and through which com- volved in these different methods. The experts came from dif-
pany goals can be differentiated. ferent departments but mainly from engineering, controlling or
research and development units. The interviews lasted approx-
imately one hour and were conducted face - to - face at the
3 Methodology companies by two researchers. Only one interview was con-
ducted via a conference call. We further organized a joint
Our research aims to combine gamification with Cost workshop with representatives from each company to ensure
Engineering to build a framework for implementing as well that the companies were familiar with the topic of gamification,
as executing Cost Engineering in a more flexible and less the workshop was held three months before the interviews took
resource intensive manner. First, it was important to under- place to give the companies sufficient time to brief the final
stand how companies currently deal with Cost Engineering interview partners on the topic. Additional information regard-
and which systems are already in place in the context of ing the topics as well as the questionnaire was provided before
knowledge management. An in-depth understanding of the interviews. The interviews were conducted with open- and
existing processes, requirements and goals is very important closed ended questions that were divided into four parts: gen-
when aiming to develop a gamified solution (Werbach and eral company characteristics, status of Cost Engineering in the
Hunter 2012). Due to the explorative nature of the study, we company, status of gamification in the company, and platform
derive our framework from a qualitative study conducting a for gamification and Cost Engineering. For the purpose of this
case study analysis (Eisenhardt 1989; Yin 2014). As the aim paper, however, we will only focus on the last two parts of the
of this research is to develop a framework, not to test it, the- questionnaire. Questions for the current status of gamification
oretical sampling is used as opposed to random or statistical aimed to understand whether or not the concept was already
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used in the companies or just certain elements. Further, the recorded, transcribed and documented in a standardized
current usage of monetary and non-monetary incentive sys- form relating to the individual platform components.
tems was asked. The next part related to the motivation and
goals to implement a gamified platform for the Cost
Engineering process. Here we asked specifically for the ob- 4 Analysis
jective of the platform in that process and of which elements
the platform should comprise to best serve the process. We will first present the results from the structured in-
Further, we asked for a mode of initiation of games and terview round which focused on the current status of
which information the user would need to have in order to Cost Engineering and knowledge management as well
participate. Another set of questions addressed the later user as possible gamification initiatives. The analysis pro-
base which will be eligible to use the platform e.g. the whole vides a holistic picture of how to design the system
company or only certain departments and how are user rights framework to meet company requirements and identify
to initiate and moderate games on the platform allocated. areas for gamification. The first part will highlight the
Further, characteristics of voting and point systems were identified workflow on the platform. The second part
asked. All interviews were digitally recorded, transcribed incorporates the results from the second interview round
and documented in a standardized form, in order to enhance with more details on obstacles and how the platform has
the reliability of the study. As the interviews were structured to be designed in detail.
the analysis was done primarily with a spreadsheets to aggre-
gate and compare the data across the companies and to iden- 4.1 Status of gamification and knowledge management
tify similarities and differences. Open ended questions and related to Cost Engineering
parts of the interviews that were not focused on a particular
questions were coded by two researchers according to the None of the companies had gamification established in
structured questions. one or the other way. However, some employees used
After completing a functional beta version of the plat- continuous improvement programs where they could post
form, we conducted a second round of expert interviews to ideas on an online platform which also had game like
present the results and obtain further input particularly for mechanisms (such as a currency or stock market element).
the work flow of quests. These discussions were very im- The companies further saw great potential for the platform
portant and fruitful, as the participating companies could to share and discuss ideas and mentioned for example that
visually and exemplarily see how the platform would func- their employees Bwere surprised by the success of
tion within their organization. Thus, this round of interviews crowdsourcing^ in ideation. However, they also had
focused on the understanding of possible organizational ob- doubts regarding the usage and frequency employees
stacles and how the system would need to be further con- might log-in and were apprehensive that particularly
figured to meet those. A second part of this interview round young employees might play too much. Therefore, a
focused on more specific use cases which the experts could platform can only be established when it is in line with
now foresee for the platform in a much more detailed picture the companys strategy. As one interviewee put it Bplaying
compared to the first round of the interviews. Additionally, it should not be done for the sake of the game - it must
served to finalize a first set of game elements in more detail, rather be ensured that the companys goal is reached^.
i.e. possible names for badges, levels and the point structure. This is in line with Werbach and Hunter (2012) who state
With the additional input we were then able to finalize the that the first step needs to define the business objective as
framework and platform to meet all company requirements. the system is actually created to meet those goals.
In addition to the before mentioned engineering, controlling
or research and development units, specialists from the IT 4.2 Goals and work flow on a gamified Cost Engineering
department regarding the technical specifications of the im- platform
plementation and usage of the platform were also
interviewed. The interviews were unstructured and conduct- Regarding more specific objectives of the platform with re-
ed in the form of an open discussion, leading the experts spect to Cost Engineering the interviewees indicated that there
through the steps of an exemplary workflow on the online is a necessity especially for the collection of ideas regarding
platform1 (see also Figs. 5 and 6 in Appendix). The inter- specific problems in the companies, collection of precise cost
views and discussions lasted two hours and were conducted data and cost estimations, and reaching out to the right com-
face-to-face at the companies. All interviews were digitally petent and knowledgeable people. Further, with respect to
Cost Engineering methods the ideas and solutions should be
evaluated through an efficient mechanism and marked with
1
The platform can be accessed via www.spielifizierung.com. key words for future reference to serve the principles of
Inf Syst Front

existing knowledge management systems. With respect to the each component and process. Based on these insights we
game components, the interviewees saw the prominent game elaborated a list (see Table 1) of areas which could jeop-
elements, points and badges as a basis. Additionally as one ardize a gamification initiative in a company. Further, we
interviewee put it, the structure of the Bidea origination must formulated respective counter measures based on what was
be considered so that for example not only the final solution mentioned during the interviews or based on legislations
gets rewarded but also the fundamental idea itself^. and the literature. The list is a first overview but by no
Across all experts especially idea and solution genera- means exhaustive, as such an analysis would exceed the
tion in quests was mentioned as the preferred game ele- scope of this paper.
ment to bring the Cost Engineering methods to the plat- One danger mentioned by the experts was that a
form and ensure that the process is targeted towards the shadow organization could evolve on a gamification
overall business objectives. Further, it is important that platform. For example, how management objectives
Cost Engineers can reach out to various competence areas can be aligned with objectives and goals on the plat-
with the help of the platform to specifically include the form and how the platform can be incorporated in or
right people into the process. In that sense it was sug- exist besides already established performance indicators.
gested that Bideally the platform is linked to our address One concern raised in that respect was: BHow can we
book identifying the individual departments^. Thus within ensure that goals on the platform can be aligned with
quests, answers and comments as well as evaluations of goals of individual business units or even managers,
answers by others should be possible. Further, the quests especially when cross departmental resources are uti-
can be seen as concrete tasks that can be assigned to lized in the platform.^ Additionally, the interviews re-
specific employees or departments. Some companies even vealed that companies must set up internal regulations
stated that the tasks on the platform need to be mandatory on how the gamification platform is implemented and
as well. Therefore, as described before, autonomy seen as used. Especially how the platform integrates into the
a prerequisite of gamification and intrinsic motivation will existing organization in terms of hierarchy, management
be lost to a certain extent (Deterding 2011) depending on objectives and resources allocated compared to daily
the usage and communication in the individual companies. business. As one manager put it: Bin our organization
Within quests it must further be possible to assign a win- employees have 100 % of their time dedicated to their
ner and post a ranking based on which the predefined supervisor, when they can be invited by other supervi-
points and badges get allocated to the respective em- sors on this platform we create a parallel shadow
ployees. These elements serve the need of relatedness organization^. With respect to communication, execu-
and the gained status and reputation is put into a social tive support is seen important in order to build an initial
and for the user meaningful context to enhance motivation enthusiasm for gamification within enterprises (Noll
(Groh 2012). Webb and Cantu 2013) also in order to ensure a clear
Following the experts, the process of quests should be communication that resources can be allocated to the
split in three stages: Quest set up and participation, eval- gamification platform. Further, as mentioned above
uation of answers, and assigning points and badges. In the Werbach and Hunter (2012) argue that gamification in
first phase the quest is set up, a detailed description of the enterprises should only be pursued with a defined busi-
problem is provided and employees are invited. Further, in ness objective, hence be in line with or synchronized
the first stage employees should have accepted the quest with existing management objectives. Additional coun-
invitation and should start posting answers and comments. termeasures which were discussed in the second round
In the next stage participants should be able to vote for of interviews were that managers should be notified and
answers and the manager who initiated the quest evaluates have insights into the activity of their employees (relat-
the answers and gives feedback as well as defines the ing again to the discussions around a shadow organiza-
winner or more winners in case it is necessary. In the last tion on the platform). Further, clear rules about who can
stage the manager should announce winner(s), allocate set up quests as well as how much time can be allocat-
points and if desired, have the possibility to assign badges ed to the usage of the platform need to be established.
for special achievement during the quest. We drafted these One interview partner for example mentioned: BIf we do
three stages derived from the expert interviews in the not have a mandatory participation we should restrict
flowchart in Fig. 1. the platform to be used only in certain time frames^.
However, this is firm specific and must be aligned with
4.3 Organizational obstacles existing organizational structures as well as regulations
on how time is managed.
While showing the platform to the experts in a first beta Another issue mentioned was how to deal with unequal
version we specifically focused on possible obstacles for treatment especially when employees do not have the
Inf Syst Front

Fig. 1 Three stages of the quest Quest set up and participation


work flow based on experts input
(own illustration) Quest is created by Employees start Participants answer Answers are
cost engineer quest to quest commented

Evaluation of answers

Answers to quests Feedback on Voting by Winner(s) is/are


get elaborated answers participants defined

Assigning points and badges

Winner(s) is/are Points are assigned If applicable


End of quest
announced to winner(s) badges get awarded

possibilities or knowledge to participate in certain quests. This and design the gamification approach in a way that
is especially an issue with respect to a leaderboard for example when one element gets no approval the system can still
and the possibility to have certain quests only visible for a be implemented.
defined group of employees. One countermeasure could be They also point out that especially employee protection and
to use the platform as a tool only up from a certain hierarchy data protection have direct impact on gamification (Kumar
level which has the relevant knowledge and know-how to and Herger 2013). Those concerns were also raised by the
participate in the quests. This is in line with German interview partners. Regarding data collection and perfor-
law that does not allow unfavorable treatment of em- mance, the evaluation principles must be objective and with
ployees whose activities are comparable, however, al- standard rules following the German law regulated by the
lows rewarding special efforts in case all comparable Works Council Constitution Act 94 Abs. 2 BetrVG (Justiz
employees had the same chance to participate and win. 2013). In order to ensure the protection of workers, which is in
Further, as the participation on the platform must be Germany especially represented through the workers council
differentiated from daily work, performance can only and unions, the platform must stay flexible for adaptions.
be evaluated within the platform and not be mixed with Therefore, players must first accept that their data, for example
other performance indicators (Justiz 2013). Kumar and points, are collected and made public. However due to the
Herger (2013) point out to plan certain approval cycles informational self-determination of the German federal data

Table 1 Overview of obstacles


for gamification in enterprises and Obstacle Countermeasures
possible counter measures (own
illustration) Shadow organization Executive support (Noll Webb and Cantu 2013)
Set clear rules who can set up quests and how employees can allocate time
(interview input)
Synchronize management objectives and platform usage (Werbach and Hunter 2012)
Notify supervisor once employee is invited to participate at quests of another
manager, department, team etc. (interview input)
Unequal treatment Objective and uniform evaluation (Justiz 2013)
Invite all employees with same organizational level to participate (based on
Justiz 2013)
Output can only be evaluated within the platform (based on Justiz 2013)
Misuse of personal Option to anonymize data and actions on platform (Justiz 2009)
data Information and approval of users of terms for data usage (Justiz 2009)
Revoke the approval at any time (Justiz 2009)
Mobbing Anonymize posts and activity (interview input)
Possibility to report inappropriate posts or comments (interview input)
Inf Syst Front

protection act 4 Abs. 1 und 28 Abs. 1 (Justiz 2009), the hence need to allocate time and resources not on behalf of
platform must be flexible in a way that players can revoke the their direct manager. A possible solution was to notify the
approval and can also accept it partially only. manager once an employee is invited to participate at quests
of another manager, department or team.
4.4 Further input for the characteristics of the framework One important remark and evaluation during the sec-
ond round of interviews was the strength of the pro-
Further, the comments revealed that experts in all compa- posed system to serve as a pool for knowledge similar
nies considered a Bclear task and goal orientation^ of the to enterprise wikis but in a much more structured and
quests as a powerful vehicle compared to ordinary existing powerful manner. Especially game environments which
knowledge management and competency management so- enable a certain filtering for topics were seen as a
lutions in particular regarding their usage for Cost powerful concept as all information regarding one elab-
Engineering methods. As one interview partner pointed it orated issue will ideally be saved in here. Thus, the
out Bhaving quests in game environments which already experts proposed to have an export function in form
have a goal defined is very good. Then, with the quests of reports which can be generated and which display
we can basically steer tasks and having the overall goal the information of the whole game environment in a
continuously in mind^. Combined with the motivational structured way and can be used for further processes.
aspects of gamification it is seen to have great potential Additionally, the enterprise solution should have an ad-
for companies, similar to classrooms in which game as- vanced functionality enabling the search by topic and
pects were successfully combined with mandatory and key words of game environments, individual quests (in-
non-mandatory tasks (Ibanez et al. 2014). dependent from the game environments) and also for
Thus, during the discussion it was also elaborated employees.
how especially badges can ideally be incorporated. As Based on existing examples and the input from the
the cost engineers should continuously observe the experts we first developed a conceptual model for the
quests and participation, the discussions revealed that system framework necessary to implement the IT plat-
badges should not be automatized but given manually form in an enterprise setting. We will then in detail
by the game master. Thus, the game master should be describe our system framework and the underlying pro-
able to choose from a predefined set of badges, which cesses on the IT platform. Additionally we will outline
are visible for participants, and decide according to his the details for our quest tool box with respect to Cost
or her best judgement. Engineering using three examples.
In this respect, however, the companies are not uniform
whether or not participation is mandatory. Here one inter-
viewee mentioned Bwe would only consider the platform if 5 Proposed framework to establish Cost Engineering
the completion of tasks and quests is by invitation as well through a gamified IT platform
as mandatory otherwise we lose the overall business
objective^. In another company both possibilities can be The foundation of our system framework is a holistic IT en-
envisioned. In one case, quests for example should be terprise solution (see Fig. 2). It has a social network as its
mandatory when they are used for the preparation of a foundation with basic elements of user profiles, messaging
meeting. The idea here was that inefficiencies of meetings and a newsfeed. On this basis we establish four pillars as the
can be avoided, when all participants have to prepare and backbone of the solution: a task, evaluation, game and an
think of possible solutions by participating in a quest. In organizational concept. These concepts represent the experts
the other case, quests for complex topics should not be requirements to establish Cost Engineering on a gamified plat-
mandatory and should also not have a strict deadline in form. Additionally, the central element of the platform in
order to give employees the chance to think independently which the main activities will take place are quests within
about solutions decoupled from time. Mollick and game environments.
Rothbard (2013) found that sales people who did not con-
sent to the mandatory game elements showed a decreased 5.1 Social network
positive affect at work, however, those who consented
showed an increase. The IT enterprise solution is based on a social network site
Additionally, concerns were raised regarding the complex- with individual profiles, a messaging and notification func-
ity and time necessary to complete tasks. Problems arise when tionality as well as a newsfeed. Social networks in companies
the participation of the platform is in competition with other are defined as a connected community of social entities like
organizational or departmental goals. The experts see an issue employees or departments (Anja Leist-Villis 2004).
particularly in cases when employees are invited to quests and Facilitating communication in social networks via online
Inf Syst Front

Fig. 2 Conceptual model to


Quests collected in one game environment
establish Cost Engineering
through the usage of quests (own
illustration) Game environment for specific products and/or Cost Engineering processes

Task concept Evaluation concept Game concept Organization concept

Various tasks for Evaluation by Points for answers Settings for


one Cost voting of and comments anonymous
Engineering participants Points for participation
method Evaluation by completion of Autonomous vs.
Tasks for Cost
Engineering game master tasks mandatory
methods set up by Mixed evaluation Varying points by participation
designated game degree of Tags to invite
master complexity of equal employer
Definition of tasks groups
visibility of tasks Badges for Revision phase
Points for achievements in after winner was
completion of Cost Engineering assigned
tasks distributed by method
game master
Leaderboard
Redeem points

Profile page (player & game master), messaging, forum, newsfeed


Social network

platforms offer great potential to enhance the overall commu- company or a responsible employee working with one or the
nication culture in companies (P. K. Ryan 2011). Essentially, other Cost Engineering method. As outlined above, such a
social networks foster the exchange of information and thus split of control rights and different user groups was preferred
internal communication (Mller-Birn and Gronau 2007). The by the companies since they consider it a prerequisite for the
network effects should support knowledge management as the platform to have a certain extent of control and hierarchy. Two
platform is available throughout the whole company. Hussain aspects considered as particularly important once resources
et al. (2004) states that for managing knowledge effectively, are claimed from employees on top of their daily business
organizational members should be able to Bcollectively inter- responsibilities.
pret the available information by supporting various forms of
channels for conversations and negotiations^. In the specific 5.2 Task concept
knowledge management context of Cost Engineering, a net-
work based gamified application facilitates the communica- As Cost Engineering methods are mostly complex they need to
tion of information for example on certain costs or alternative be split into small individual tasks, which will then be repre-
more efficient processes. Further, the platform enables inter- sented in individual quests. In order to keep those related tasks/
disciplinary knowledge transfer within the firm as open tasks quest together they are collected in one game environment for a
can be freely accessed. Being socially embedded, the network specific product, process and/or Cost Engineering method.
should enable more efficient Cost Engineering across depart- Only those employees assigned as game masters (by the admin-
ments and the handling of complex tasks (e.g. Von Krogh istrator) have the right to set up quests and hence game
2012). In addition, previous studies show that employees environments. Employees are invited to these specific quests.
who interactively use social networks feel greater affiliation Sanchez (1995, 1996, 2004) finds that competences depend and
towards the company and their work tasks and have a higher derive from different knowledge bases. It can be either practical
work performance in general (Koch and Richter 2009; X. (know-how), theoretical (know-why) or strategic (know-what).
Zhang and Venkatesh 2013). Here, the task concept and the invitation contributes another
In order to ensure the Cost Engineering process and meet aspect: know-who. Finding the right expert for a certain quest
hierarchical structures we created three user types on the plat- within the organization is facilitated and interdisciplinary teams
form. First normal players who can participate in quests to are set-up quickly, hence their knowledge is connected.
which they are invited to and game masters. Further, there is Above, the expert interviews revealed that for Cost
an administrator who manages the platform as a whole. As Engineering methods sometimes sensible data needs to be
most of the Cost Engineering methods need some background shared, which should not be accessible for all departments or
information and knowledge about the procedures, only the employees. Thus, the game master can define the visibility of
designated game masters can set up game environments and the quests and make them either publicly visible or only vis-
quests. The game master can be the cost engineer in the ible for a team, department or several individual employees.
Inf Syst Front

The game environment and quest should further contain all regardless of its score, wins the quest due to its valuable con-
necessary information about the goal and tasks to be per- tribution to his or her problem at hand. The evaluation concept
formed. Quests can, moreover, have a due date. enables knowledge curating as the ideas and suggestions are
Additionally, the game master has to assign points to the being evaluated (Litchfield and Gilson 2013). The key to an
quests according to the complexity level and effort needed to effective knowledge and competence management is the abil-
participate and contribute to the quest. However, each game ity to identify and select crucial information (Hussain et al.
master only has a certain amount of points to allocate to dif- 2004). By providing different evaluation modes (democratic,
ferent quests but can request more from the administrator. This authoritarian or mixed), the proposed IT enterprise solution
concept should prevent the system from being gamed when enables sophisticated curating of knowledge in line with the
game masters can set up an unlimited amount of quests and organization.
hence distribute an unlimited amount of points.
Considering those preferences we see the quest design of a 5.4 Game concept
single-user experience most suitable for the platform. Users
are contributing to a quest individually but the input is shared Within quests each player can only post one answer but
and discussed with other users (Cunningham and Zichermann several comments to answers. Here, players can receive
2011). As mentioned before, gamification is already points through simple participation. Every time players
established in the educational sector (e.g.: Hakulinen et al. write an answer or a comment, they receive five points
2013; Cheong et al. 2013; Domnguez et al. 2013; de- or one point, accordingly. As it was found in other
Marcos et al. 2014). Thus, for the quest approach we focus incentive systems that employees strategically gamed
especially on the approach of classroom gamification where the system (Besley and Ghatak 2008; Gubler et al.
teachers utilize the gamification platform for the various tasks 2013), we try to counteract this behavior by subtracting
during lessons or a course (Salen et al. 2011) which is com- points when answers and, or comments get deleted and
parable to the cost engineer and employee situation. In this reposted. By only giving the possibility to answer once,
sense de Freitas and de Freitas (2013) defined and developed we avoid that points are given excessively without cre-
the Classroom Live platform, a gamified platform focusing on ating meaningful answers.
the usage of quests, set up by the instructor of the course. Here As mentioned above game masters define the points one
the instructor can for example create a quest for a written can earn in order to win a quest. In order to have quests with
homework and combine it with multiple-choice quests with comparable point scores, the game master can assign a max-
related course material to complete (de Freitas and de Freitas imum of 200 points to a single quest and should vary the
2013). point score depending on the complexity. Considering the
points received for answers and comments are rather low,
5.3 Evaluation concept we predefine easy, medium and difficult quests with 25, 50
and 75 points, accordingly. The point score is additionally
In the interviews the experts expressed the need for flexibility shown in a leaderboard. Depending on the company prefer-
how answers to quests get evaluated. Thus, we derived three ence, one can establish a normal leaderboard, a relative lead-
different concepts for evaluation which are: a democratic eval- erboard or none at all. In addition, it is also possible to keep
uation, an authoritarian evaluation or a mixed evaluation. the leaderboards anonymous to fulfill privacy issues which
When choosing the democratic evaluation, the winner gets will be further specified in the organization concept.
elected by the rating of the answers which are derived from However, this is subject to modification since we have to
votes of the other participants. In the authoritarian evaluation analyze the motivational aspects of players who do not have
the game master, as the expert, considers a certain answer to the possibility to take part or contribute in many quests and
be most valuable for the quest and assigns the winner or if so, hence have less chance to reach a good position in the
up to three winners. As before mentioned, the selection of leaderboard.
more winners should be possible as the experts saw the need In addition to the points, players can also receive badges
to also reward posts which inspired the final solution. During based on achievements in quests. As the experts expressed
demonstration the companies considered a mix of both con- different preferences, the badges can either be based on a
cepts as interesting, meaning that the quest participants can quantitative measure such as the amount of answers or points
vote on answers but the game master has still the possibility to received within quests for one Cost Engineering method or a
define the winner(s). In this concept the participants are en- qualitative measure applied by the game master. The latter is
gaged to participate in the voting and the game master receives less objective but gives the game master the possibility to
an impression of which answer is preferred by the participants. award for example answers which are very innovative but
Further, as outlined above the game master can still assign not yet feasible by a BThink outside the box^ badge. On the
more than one winner and/or decide that another answer, other hand, if a player achieves a predefined goal (defined by
Inf Syst Front

the individual company) in a Cost Engineering method based through an IT platform. One of the central aspects of the system
on qualitative metrics, one can be awarded a badge framework is the game environment. The game master is respon-
representing a certain level for that method for example sible for creating a game environment which holds information
BExpert in Total Cost of Ownership Calculations^. about the different quests (see also Figs. 5 and 6 in Appendix).
Further, companies expressed the necessity that players For the systems framework we considered the defined 21 Cost
should have the possibility to redeem points for pre-defined Engineering methods (excluding project management, risk man-
prizes. However, as outlined above one must be cautious with agement and development partnerships as they are too unspecific
respect to the overjustification effect which results in a lower for platform quests) as outlined by Wildemann (2012). For
or blocked intrinsic motivation due to external rewards usability reasons we allocated the Cost Engineering methods
(Wiersma 1992; Lepper and Henderlong 2000; Amabile to three categories; market and customer focus, strategy and
et al. 1994). Thus we recommend that companies should follow process optimization, and product focus. Depending on the
for example the case of SAP as they achieved positive expe- selection, the game master can in the next step choose a Cost
riences with linking achievements from their gamified Engineering method in the specific category and add a detailed
Community Network to a donation employees can make to description. For each game environment the game master can
the UN World Food Programme (SAP 2007). define the visibility level. Thus, the game environment can
either be public and every user of the platform can join
5.5 Organization concept or only by invitation. The invitation can be carried out either
by selecting employees individually or by inviting multiple
Considering the above mentioned obstacles, we integrated employees by the before mentioned tags. Here, departments
different elements into the platform to meet the firms require- and different competence areas should be considered, to easily
ments and also the German law. As outlined above the con- address the right people within the organization. Every newly
ceptual model considers different evaluation principles and an invited user receives a notification in his or her inbox. After
additional revision phase to give players the possibility to accepting the invite, the user is able to join the game environ-
question and discuss the game masters final decision regard- ment and may participate in quests.
ing the winner. This should ensure an objective evaluation and We further considered how users can contribute to certain
the entire process remains on the platform. methods by posting novel ideas, improvements on processes
Regarding privacy and data collection issues, the platform or costs of product components. Another aspect which was
is flexible in terms of anonymous participation. This means, mentioned in the interviews and especially when presenting
players can for example accept that their data is collected to the workflow during the demonstration is the complexity and
take part in games and earn points and rewards but the identity time needed to contribute to quests within the different
is not revealed. Thus, a player can choose if his or her name is methods, especially when employees have no free resources
visible for other players next to activities and if he or she is allocated to contribute to quests. Thus, the amount of back-
listed in the leaderboard. Further, in case answers receive in- ground information and level of detail for the description
appropriate comments we included the possibility to report needed might vary and needed to be taken into consideration.
those to the system administrator. This goes along with the above mentioned theory that the
For convenience reasons and to ensure that all users with a quests should be a realistic challenge so that the employees
similar background or similar level are considered for the are not overwhelmed and can reach a status of flow for knowl-
same quests, we included an invitation by tags. Thus, inviting edge sharing and knowledge seeking on the platform
employees to quests can simply be done by tags, representing (Csikszentmihalyi 2000; Yan et al. 2013). Taking these as-
business units, project teams or a hierarchy level. However, pects into consideration, we classified 15 out of the remaining
that this is in contrary to the desired functionality of inviting 18 methods as promising to be implemented and executed on
individuals to quest. Similar to the mandatory and non- the platform in form of quests. Methods such as virtual engi-
mandatory participation, such peculiarities are subject to firm neering are, however, too complex to be executed in a timely
specific characteristics and decisions. We, however, included manner without overwhelming the users (although on the cog-
the possibility of individual invitation as well as the possibility nitive basis, not every user is familiar with reading complex
to send along an invitation text stating whether or not the quest 3D drawings on a screen).
is mandatory or not.
5.6.1 Workflow of individual quests
5.6 Detailed systems framework of the IT enterprise
solution After setting up the before mentioned game environment, the
game master can continue with the quest workflow
We translated the requirements of the enterprise solution into a (summarized in Fig. 4). The three phases are divided in con-
system framework (see Fig. 3) to implement Cost Engineering figuration, participation, and evaluation and relate in large
Inf Syst Front

System Framework for enterprise IT solution


Process Enterprise Knowledge
Feed Management
Game Environment(s) related to
Cost Engineering method
Structured knowledge
game master base by topic and aim of
creating & Quests workflow - representing tasks and work
moderating flow for specific cost engineering method game environments
Assigns Invites
winner(s) for participants and
individual sets visibility level Quest 1 Reports of each game
quests Quest 2 environment as CSV
collaborate Quest 3 output
participants
evaluate

managing
Search function on
n platform by keywords
Receive feedback,
administrator points and badges
through individual
quests and game
environments
managing
Identification of
employees by
contribution to specific
Virtual Machine / Website
topics (by keyword) in
Voting Badges Points Shop Reports Ranking AskBot
game environments

Database Apache Web Application / Django

Server / Ubuntu minimum

Fig. 3 Detailed system framework visualizing the relation of enterprise knowledge management, virtual machine / website, roles and workflows (own illustration)

parts to the three stages derived from the first round of inter- groups. The following additional configurations are necessary to
views outlined in section 4.2. We drew it as an open-ended configure a new quest (see also Fig. 3 and Table 2):
workflow since the quest on the platform might be ended, the
results, however, will be further used within the company. This & Due date: Defines how long a quest is open and players
further processing and management of the generated knowledge can participate in this quest. After the defined time the
is also shown in the system framework above (Fig. 3), as the quest is automatically closed. A high usability is achieved
generated knowledge within the game environments and quests by using a calendar input widget.
is managed by the IT enterprise solution through report and & Complexity level: The company administrator can define
search functionalities. An approach that comprises common three levels of difficulty. These difficulty levels guide the
knowledge management processes where knowledge is created, game master regarding the complexity and approximate
stored, shared, transferred and applied later (Zangiski et al. time required to participate. The preset levels are easy,
2013). Thus, knowledge that was generated is structured within medium and difficult.
the platform by the categorization of the game environments but & Points: The game master has a limited amount of points
also through keywords within the description of the game envi- which he or she can assign to quests. Those points are stored
ronments. Additionally the search function works similarly for in the profile of the game master and more points can be
quests. By this, the generated knowledge is easily available for requested from the administrator. Depending on the com-
future reference making the IT enterprise solution a powerful plexity level, quests have preset 25, 50 and 75 points,
knowledge management tool. Inspired by the second interview accordingly.
round we added a functionality to match employees with certain & Visibility: Three different visibility levels are used. The
competence areas depending on their contribution on the plat- quest can either be visible to all members of the game
form and make them searchable in the same manner. environment, or it can be visible only by invite, or the
The quests each have individual descriptions and the game visibility can be defined by tags.
master can attach additional information to the description if
necessary. The quests again can be made public for all players Once the quests are set up, each employee who accepted
of the game environment or solely for specific players or player the invitation can participate and write an answer or a

Fig. 4 The three phases of the Quest configuartion Quest participation Quest evaluation
quest work flow (own illustration)
Description Players accept or decline Voting on answers
Due date Comments by game master and Definition of winner(s)
Invitations and visibility players Closing of quest
Complexitiy level Answers by players
Attachments
Inf Syst Front

Table 2 Overview of three quest examples with different characteristics

Criteria Characteristics Example 1 Example 2 Example 3

Cost Engineering One of the defined 15 Cost-Out-Workshop Product Clinic Benchmark


Method
Quest description Defined by game master Workshop preparation: Function related product Internal and external best-
Read attachments and analysis: Compare practice comparison Identify
find further information product functionality service Y, relevant four
to familiarize yourself and component Z with our current best practice
with the workshop topic competitors solution. and benchmark it
Post further information and Find a cheaper solution Consider also other industries
start a discussion and start for same functionality. with similar production
a discussion and form focus factors.
groups by interest
Goal Defined by game master Prepare for a more efficient Optimization of the Identify quantifiable differences
workshop and already products cost which reveal improvement
start workshop discussion efficiency potential to defend market
online position
Invitation Individually Individually only certain By tag include relevant Individually and all in game
By tag employees from different units or by expertise environment
All in game environment units
Mandatory Yes Yes No Yes/no
No
Visibility Public Non-public Public Public
Non-public
Due Date Fixed Fixed Open-end Fixed
Open-end
Level Easy Easy Difficult Medium
Medium
Difficult
Points 25 25 75 50
50
75
Other
Badge to receive Yes No Yes Yes
No
Evaluation Mode Participants Game master those actively Participants Combination
Game master contributing to discussion
Combination

comment to a quest, for which they receive five or one point(s). the search or brainstorming phase. Giving participants the
As outlined above the number of answers is limited to one by chance to vote relates to the before mentioned democratic
each player. If players want to discuss or clarify something evaluation concept and ensures an objective evaluation of
they can always use comments to the quest description or to the answers. Further, game masters can decide to skip the
the answers of others. Game masters can also be part of quests voting phase in case they see no necessity. Additionally, we
from other game masters in which they are treated like normal included the option for the game master to let the participa-
participants and can also contribute answers and comments. tion and vote phase run simultaneously as it is found in
Game masters have the possibility to comment on answers ideation where social comparison plays a significant role to
and also edit the quest description anytime. participants who try to match their performance with high-
After quests reach their due date or the game master ends quality answers (Valacich et al. 2006). Upon this concept,
the participation phase, the game master can decide whether players might not see the exact vote count, however, the
or not participants can vote on the answers to define a win- platform is configured in a way that the vote count deter-
ner. In case a voting phase is started, players can vote an- mines the ranking of answers, where the best rated ideas are
swers of others up +1 and down 1. This ensures that ideas visible on top and will be read by players first.
are not evaluated right away, are up or down graded or In the last phase, the game master can also assign up to
considered good or bad by other players who are still in three winners for each quest and distribute the predefined
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amount of points. In case participants can vote and the game winner is still assigned by the game master who has the best
master assigns the winner(s), the process is a combination overview of which player shared the most valuable infor-
between a whole democratic, solely by the players, and an mation for the workshop preparations and was capable of
authoritarian, solely by the game master. If different answers steering discussions. Example 2 uses a democratic approach
have the same score, the game master has the possibility to as the answers posted can be qualitatively and quantitative-
make a final decision regarding the winner or is able to ly evaluated. Since the task is complex and requires a cer-
assign more than one winner. Further, in case the game tain expertise to evaluate, the judgment of the experts is
master being the expert considers a certain answer to be important and an objective decision can be made based on
most valuable, he or she has the opportunity to select facts about the costs and functionality. Example 3 uses a
this answer to win the quest, despite its score. In case combined approach as the answers can be evaluated in
there is no voting phase, the game master solely decides terms of their quality so participants can vote for their
the winner(s) and thus makes use of the authoritarian preferences. Further, there might be more answers that ful-
concept as mentioned above. The game master further fill the game masters request so he or she can still assign
has the chance to assign badges to participants of quests more than one winner.
or in game environments. The badges, in addition to the
specificities on what needs to be achieved in order to
receive the badges, should be predetermined to give 6 Conclusion and outlook
players another goal they can reach besides winning
quests. 6.1 Summary

5.6.2 Examples of quests and their different characteristics Gamified Cost Engineering has the potential to revolu-
tionize companies by building on non-monetary motiva-
Table 2 gives an overview of sample quests with different tional stimuli and thereby optimizing the Cost
characteristics to develop a better understanding on how mul- Engineering processes across teams and divisions.
tifaceted quests can be. These quests are one task within the Based on previous research and expert interviews we
Cost Engineering methods and are embedded in game developed a system framework to implement and use
environments. Cost Engineering methods in companies in a gamified
The sample quests have different complexity levels ranging IT enterprise solution. The interviews revealed that es-
from easy for a workshop preparation (example 1) to difficult pecially quests for the Cost Engineering methods are
in terms of technical analysis within the product clinic (exam- favored by the experts as they are task and goal orient-
ple 2). The underlying task at hand for each quest is also ed. The system framework builds on a social network
reflected in the visibility of the quests. Thus, example 1 is only and comprises four concepts namely a task, evaluation,
visible for a certain group of employees as it is a quest to game, and organizational concept. These concepts repre-
prepare a cost-out workshop in which not every employee sent the experts requirements to establish Cost
can participate. Example 3 on the other hand is public Engineering in a gamified IT enterprise solution. The
and invites all employees who are part of the game envi- central element of the platform are quests which are
ronment in addition to individual employees for whom the collected in game environments for specific Cost
quest is mandatory. Hence, in example 3 the game master Engineering methods. In game environments and quests
has the chance to receive relevant information by a de- game masters can invite specific employees according to
fined due date for a specific task from employees who are their competencies and draw upon their knowledge
directly addressed and are considered to have the relevant which is then stored and searchable by topic and cost
knowledge. On top of that, other employees can see the engineering method. In order to enhance the usability
quest and participate in case they have significant ideas, for the cost engineer (here the game master) and also
too. Compared to the other two examples, example 2 (see also to consider organizational aspects, we gave the game
Figs. 5 and 6 in Appendix) is a quest without any due date master a number of configuration possibilities for setting
which is due to the complexity of the task. This gives up the game environments and quests. We further
employees the chance to think about solutions anytime without highlighted the flexibility and different characteristics
time pressure. It addresses only units or employees who have a of quests in three examples. With our proposed game
certain expertise of the product component under investigation. concept based on quests, points and topic specific
However, it is still kept visible to every employee to capture badges we aim to increase the intention to share knowl-
sticky information of other employees. edge within the IT enterprise solution. All this knowl-
Example 1 is not a quest where given answers can be eval- edge generated is then managed through advanced
uated. For this reason, there is no voting phase. However, a reporting and search functionalities to be available for
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future reference and processing. Taken together, the pro- 6.3 Limitations
posed IT enterprise solution is able to support sophisti-
cated knowledge and competence management. The dis- Our approach is intended to foster advanced Cost Engineering.
advantages of traditional Cost Engineering approaches Hence, the final design of the platform elements, primarily the
(Heady et al. 2005) can be met by the flexible applica- quest, take into consideration the results from our expert inter-
tion options of gamification in our framework and es- views in German speaking companies. Especially concerns re-
pecially within quests. garding the German privacy law were considered and incorpo-
rated into the design and settings of the platform. Further, we
focused on Cost Engineering methods and set up templates
6.2 Implications for researchers and practitioners solely for this purpose. However, we kept the platform config-
urations flexible leaving space for individual adaptions. Thus,
With our IT enterprise solution, we provide a Cost companies can either set up a completely anonymous platform
Engineering approach to make Cost Engineering more or choose to have only certain or no elements anonymous. In
flexible and less resource intense. We promote quests addition, the quest templates can be exchanged for other
as the central mechanism to flexibly initiate and run methods which are suitable for the usage on our platform and
Cost Engineering methods and outline the different are therefore not limited to Cost Engineering only.
tasks that the cost engineer has to set up. This means The platform is designed and set up primarily for internal
that the application of gamification in Cost Engineering company use and offers a single sign-on possibility for em-
facilitates the adaption towards a dynamic environment ployees to access the platform with their company email address.
and thus helps reduce complexity for employees and man- This is due to sensible and confidential data that is provided by
agers. The overall social embeddedness and company-wide the cost engineer and exchanged during the discussions. Hence,
accessibility via the social network promotes an adequate IT we did not consider participation of customers or business part-
enterprise solution. ners of companies to leverage external sources for innovation
Furthermore, required cost awareness can be raised (West and Bogers 2013). However, if companies choose to use
and the identification with the job can be increased for the platform for purposes other than Cost Engineering, where no
all employees. The platform also considers that valuable confidential data is uploaded and discussed, companies can also
information especially estimations from cost experts invite external participants to participate on the platform.
might be lost when they leave their company (Alroomi
et al. 2012). Thus, through a novel approach of incor- 6.4 Future research
porating gamification aspects we intent to set the right
incentives as outlined by North (2005) to share and As the usage and effectivity of gamification in companies is not
document such knowledge within the company. This yet well understood, there are several areas for research to be
helps knowledge preservation for the organization and considered. We will use the platform to analyze the usage of
its future. gamification in German speaking companies especially for the
In addition, the evolution of gamification has just usage in Cost Engineering. It is intended that we analyze the user
reached its early stages (Goasduff and Pettey 2011) behavior as well as perform surveys regarding the motivational
and many companies will tap into this trend, trying to affordance of the game elements in a company setting, with
utilize its potential as a non-monetary incentive system particular focus on the underlying autonomy as suggested by
in the future. Our approach is not only limited to the Deterding (2011). Additionally, research could focus on the spill-
use for Cost Engineering and hence universally adapt- over effects of gamification on the motivation and performance
able. The module of game environments and quest of employees in general, as it was done previously with status
based data and information gathering can be adjusted incentives (Besley and Ghatak 2008; Gubler et al. 2013). This
to different needs and improve the task efficiency of also implies that future research would benefit from a better
employees working across several departments in pro- understanding of how companies can use gamification in an
ject related processes. They are dependent on the input interplay with existing rewards, incentive systems and awards
of other employees who pursue own tasks and goals already established in companies. In order to add to the manage-
and therefore need incentives to contribute valuable in- rial aspects, we further suggest research to investigate cultural
formation and knowledge. We developed a foundation, differences in the acceptance of gamification in a workplace
which can be selected by researchers to identify the setting such as research for traditional incentive systems.
motivational affordances in various contexts also outside
of company settings and relate to more task driven and
Acknowledgments This project has received funding from the
process oriented contexts than traditional platforms only Arbeitsgemeinschaft industrieller Forschungsvereinigungen Otto von
enhancing one activity (e.g. brainstorming). Guericke e.V (AiF) under grant agreement no. 17852-N.
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Appendix: Platform screenshots

Fig. 5 Screenshot showing the set-up of a game environment which is open for the public and which holds the quest in example 2

Fig. 6 Screenshot showing the set-up of a quest which has no due date (Bearbeitungsende), difficult complexity level (Questschwierigkeit = Schwer)
and has a special invitation for individual employees
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Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating Eric Zimmerling is a doctoral student and researcher at the Chair for
player enjoyment in games. Computers in Entertainment, 3(3), 1 Strategy and Organization at the Technische Universitt Mnchen
24. doi:10.1145/1077246.1077253. (TUM). He focuses his research on the recent trend of gamification
Valacich, J. S., Jung, J., & Looney, C. A. (2006). The effects of individual inparticular on the usage of gamification in the enterprise setting and
cognitive ability and idea stimulation on idea-generation per- innovation management. In addition he is working on a research project
formance. Group Dynamics: Theory, Research, and Practice, regarding open innovation for sustainable products/services
10(1), 1. (EUinnovatE).
VAN Herpen, M., VAN Praag, C. M., & Cools, K. (2003). The Effects of
Performance Measurement and Compensation on Motivation: An Patrick J. Hflinger is a doctoral student and researcher at the Chair for
Empirical Study (vol. 48, ). Tinbergen Institute: Discussion Paper. Strategy and Organization at the Technische Universitt Mnchen
VON Krogh, G. (2012). How does social software change knowledge (TUM). His work is focused on the relation of intellectual property rights,
management? Toward a strategic research agenda. The Journal of strategy and economics. He studied at the Technische Universitt
Strategic Information Systems, 21(2), 154164. Mnchen, HEC Paris and the University of St. Gallen (HSG).
Inf Syst Front

Prof. Dr. Philipp Sandner is Professor for Manufacturing at the Frank- organisations, impact of digital technologies and social media and strate-
furt School of Finance & Management since October 2015. His expertise gic innovation. Isabell M.Welpe studied management at the Ludwig-
also includes innovation management, technology management, entre- Maximilians-Universitt in Munich, Germany and at the Massachusetts
preneurship and intellectual property rights. He studied management at Institute of Technology, Boston, USA. She completed an additional MSc
the University of Mannheim and finished his PhD dissertation at the at the London School of Economics before finishing her PhD at the
Munich School of Management at the Ludwig-Maximilians-University University of Regensburg. She has been a visiting professor at the Keck
Munich on BThe Valuation of Intangible Assets: An Exploration of Patent Graduate Institute, Claremont, USA and a postdoctoral fellow at the
and Trademark Portfolios^. From 2010 to 2012, he was research fellow at Carlson School of Management at the University of Minnesota. Before
the Chair of Strategy and Organization at the Technische Universitt taking over the Chair for Strategy and Organization at the Technische
Mnchen (TUM). Universitt Mnchen, she worked at the Max Planck Institute for Eco-
nomics. Isabell Welpe teaches Leadership, Human Resource Manage-
Prof. Dr. Isabell M. Welpe holds the Chair for Strategy and Organization ment, and Managing People and Organizations. She has taught on the
at the Technische Universitt Mnchen (TUM). Her research interests are faculty of Claremont University, EM Lyon, Ludwig-Maximilians-
in New Public Management, leadership, future concepts of work and Universitt and the University of Berne, Switzerland.

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