Our research into the enterprise gamification domain was designed to investigate the different objectives, purposes, target audiences, game design patterns and technology used in gamified implementations. We found that a formal classification system was not only absent, but that it was essential to provide a baseline for developing and comparing gamification design strategies. To this purpose we identified 304 publicly available case studies of organizations that self-identified as having undertaken gamification projects. These case studies were codified using a broad framework that we developed based on a foundation of related taxonomies commonly used in serious games and enterprise systems. This research project proposes a new taxonomy for the classification of enterprise gamification that can be used by both researchers and practitioners as an analytical tool for designing gamified interventions and is the first of its kind in the gamification domain.
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