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Consulta aos Conteúdos
Estatística
Título: GAMIFICATION: A TOOL FOR PEOPLE MANAGEMENT
Autor(es): JESSICA CRISTINA FERREIRA PACHECO
Colaborador(es): PATRICIA ITALA FERREIRA - Orientador
Catalogação: 15/ABR/2020 Língua(s): PORTUGUESE - BRAZIL
Tipo: TEXT Subtipo: SENIOR PROJECT
Notas: [pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio.
[en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio.
Referência(s): [pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=47484@1
[en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=47484@2
DOI: https://doi.org/10.17771/PUCRio.acad.47484
Resumo:
The objective of this study was to analyze the impact of gamification on people management, identify the reasons why companies implement it and the results of the implementation. It was also able to introduce the concept of gamification and compare the results obtained from the interviews with the theory currently available. As a result, the study was able to understand the main reason why companies implement gamification: the need of higher employee engagement. After the implementation of gaming, the company observed better engagement from employees, better conflict management, higher performance and other outcomes related to the better management of people.
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