Gamification in a Social System

Since it was first mentioned in 2002, Gamification has grown in popularity. Gamification is a term for the use of game-design elements in a non-gaming context. The consulting company Capgemini has set up a rudimentary Gamification platform called Level Up. One of the goals of Level Up is to help motivating the people volunteering to organize meetings, courses and do other extra work for the company in their own spare time. In order to reward people for their extra work, they can request badges. Badges are virtual representations of achievements, depicted using an image of a shield. When an employee organizes or goes to such activities, he or she can request such a badge. A set of other employees, known as the Badgers decide whether or not the badge is granted. In the current state of the art, it is not clear whether people in a social structure exert influence on each other, with regards to achieving these badges and doing extra work. Information on influence can be interesting for companies in order to determine if they want to implement a Gamification platform and social media service. From a sociological point of view the information on influence is interesting to see how people react on each other, in a ‘gamified’ environment (an environment to which Gamification techniques are applied). To research if influence is actually exerted, Level Up is connected to an existing company social media service. The social media service used is known as Yammer, which is a private, enterprise social network. Statistical analysis on both the social graph and the Gamification data shows if there is a correlation between the social structure and the quantity of badges or types of badges one has. It is, however, not determined whether a causality relation exists between the social structure and the quantity of badges or types of badges, or whether a third factor is responsible for the effect. In the analysis the main focus is on authoritativeness of people. Authoritativeness is a measure to determine how important a person in a social network is. The conclusions drawn show that a correlation between the quantity of badges or types of badges does exist. The result makes it more visible and founded why one should implement a Gamification system and how important the social structure in the sense of social media is for the value of it.

[1]  Hinrich Schütze,et al.  Introduction to information retrieval , 2008 .

[2]  Long Pan,et al.  Effective and Efficient Methodologies for Social Network Analysis , 2007 .

[3]  Ryan O. Murphy,et al.  Measuring Social Value Orientation , 2011, SSRN Electronic Journal.

[4]  Asta Bäck,et al.  Social Media Roadmaps: Exploring the futures triggered by social media , 2008 .

[5]  Rajeev Motwani,et al.  The PageRank Citation Ranking : Bringing Order to the Web , 1999, WWW 1999.

[6]  M E J Newman,et al.  Community structure in social and biological networks , 2001, Proceedings of the National Academy of Sciences of the United States of America.

[7]  Baruch Awerbuch,et al.  Independent Study Report on Reputation Systems , 2006 .

[8]  Caroline Haythornthwaite,et al.  Studying Online Social Networks , 2006, J. Comput. Mediat. Commun..

[9]  C. Rusbult,et al.  Development of prosocial, individualistic, and competitive orientations: theory and preliminary evidence. , 1997, Journal of personality and social psychology.

[10]  P. Vorderer,et al.  Serious games : mechanisms and effects , 2009 .

[11]  Charles H. Hubbell An Input-Output Approach to Clique Identification , 1965 .

[12]  Wim B. G. Liebrand,et al.  The effect of social motives, communication and group size on behaviour in an N-person multi-stage mixed-motive game , 1984 .

[13]  Stanley Wasserman,et al.  Social Network Analysis: Methods and Applications , 1994, Structural analysis in the social sciences.

[14]  Krishna P. Gummadi,et al.  Measurement and analysis of online social networks , 2007, IMC '07.

[15]  Amy L. Spawr Drive: the surprising truth about what motivates us, Pink, D.H. (2009). New York, NY (pp. 1–242) , 2012 .

[16]  M E J Newman,et al.  Finding and evaluating community structure in networks. , 2003, Physical review. E, Statistical, nonlinear, and soft matter physics.

[17]  Ed Halter From Sun Tzu to Xbox: War and Video Games , 2006 .

[18]  Robert L. Glass On the Aging of Software , 2011, Inf. Syst. Manag..

[19]  John A. Tomlin,et al.  A new paradigm for ranking pages on the world wide web , 2003, WWW '03.

[20]  A. Kaplan,et al.  Users of the world, unite! The challenges and opportunities of Social Media , 2010 .

[21]  John Guare,et al.  Six Degrees of Separation: A Play , 1990 .

[22]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[23]  D. R. Fulkerson,et al.  Flows in Networks. , 1964 .

[24]  Sharon L. Milgram,et al.  The Small World Problem , 1967 .

[25]  Salvatore Catanese,et al.  Crawling Facebook for social network analysis purposes , 2011, WIMS '11.

[26]  M. Mauss,et al.  Essai sur le don , 1925 .

[27]  Julita Vassileva,et al.  Motivating participation in social computing applications: a user modeling perspective , 2012, User Modeling and User-Adapted Interaction.

[28]  D. Knoke Understanding Social Networks: Theories, Concepts, and Findings , 2013 .

[29]  B. Skinner Cumulative record : a selection of papers , 1972 .

[30]  Massimo Franceschet,et al.  PageRank , 2010, Commun. ACM.

[31]  Ayman Farahat,et al.  Authority Rankings from HITS, PageRank, and SALSA: Existence, Uniqueness, and Effect of Initialization , 2005, SIAM J. Sci. Comput..

[32]  Gabriel Pinski,et al.  Citation influence for journal aggregates of scientific publications: Theory, with application to the literature of physics , 1976, Inf. Process. Manag..

[33]  Laura A. Dabbish,et al.  Designing games with a purpose , 2008, CACM.

[34]  M E J Newman,et al.  Fast algorithm for detecting community structure in networks. , 2003, Physical review. E, Statistical, nonlinear, and soft matter physics.

[35]  Peter Sommerlad,et al.  Pattern-Oriented Software Architecture , 1996 .

[36]  Jordi Sabater-Mir,et al.  Reputation and social network analysis in multi-agent systems , 2002, AAMAS '02.

[37]  Minas Gjoka,et al.  Walking in Facebook: A Case Study of Unbiased Sampling of OSNs , 2010, 2010 Proceedings IEEE INFOCOM.

[38]  L. Festinger A Theory of Social Comparison Processes , 1954 .

[39]  Noah J. Goldstein,et al.  Social influence: compliance and conformity. , 2004, Annual review of psychology.

[40]  Laura A. Dabbish,et al.  Labeling images with a computer game , 2004, AAAI Spring Symposium: Knowledge Collection from Volunteer Contributors.

[41]  Juho Hamari,et al.  Defining gamification: a service marketing perspective , 2012, MindTrek.

[42]  Amy Nicole Langville,et al.  Google's PageRank and beyond - the science of search engine rankings , 2006 .

[43]  Sergey Brin,et al.  The Anatomy of a Large-Scale Hypertextual Web Search Engine , 1998, Comput. Networks.

[44]  Kenton O'Hara,et al.  Gamification. using game-design elements in non-gaming contexts , 2011, CHI Extended Abstracts.

[45]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[46]  H. J. Arnold Introduction to the Practice of Statistics , 1990 .

[47]  Walter Willinger,et al.  On unbiased sampling for unstructured peer-to-peer networks , 2009, TNET.

[48]  Duncan J. Watts,et al.  Collective dynamics of ‘small-world’ networks , 1998, Nature.

[49]  Shlomo Moran,et al.  SALSA: the stochastic approach for link-structure analysis , 2001, TOIS.

[50]  Tad Hogg,et al.  Enhancing reputation mechanisms via online social networks , 2004, EC '04.

[51]  P. Cobley,et al.  Videogames (Routledge Introductions to Media and Communications) , 2004 .

[52]  A. Maslow A Theory of Human Motivation , 1943 .

[53]  Alexander Lazovik,et al.  Mining Twitter in the Cloud: A Case Study , 2010, 2010 IEEE 3rd International Conference on Cloud Computing.

[54]  Azam Khan,et al.  AND RESPONSIVENESS IN NON-GAME APPLICATIONS , 2003 .

[55]  Leo Katz,et al.  A new status index derived from sociometric analysis , 1953 .

[56]  Mehul A. Shah ReferralWeb--a resource location system guided by personal relations , 1997 .

[57]  Henrik Ernstson,et al.  Social Network Analysis (SNA) , 2012 .