gamification in business report

ffff2019
gamificationess.docx

1. You are required to write a business report proposing a Gamification solution for a specific business issue. My company is a restaurant called creams in Brighton UK and the issue is the customer waiting time until they receive their food I want to gamify the staff with the motivation, engagement fun and design framework.

Required: Is a 2000-word report, more that 13 references but appropriate references in Harvard .

This report is for university 3rd year

· Cover sheet

· Table of contents

· Introduction: introduce what gamification, motivation, engagement and fun are. Why they are important, how popular they become. Introduce brief of the business issue, at the end of the introduction explain what is coming next in the report.

· Business context and issue: discussing very specifically what the business issue is, say something about the issue and about the organisation (focus on the issue)

· Critically analyse Gamification theories: 1. motivation how it will be helpful, 2. Engagement 3. fun 4.design framework (you can use Victor Manrique the 4 QS or /Simpson 9PS of gamification or / Kevin Werbach’s Design framework

· Gamified solution: insight into how Gamification can be theoretically effectively applied in business application of theory to business practice in designing realistic solutions for business issues.

· Recommendations for evaluation of the gamified solution: critically analyse how you going to evaluate the solution

· Conclusion: summarise the point we discussed

· References

· Appendices

This is how the teacher will look at my report: so focus

Learning outcomes:

SS1: understanding of fun, motivation and engagement and their importance to Gamification and in the design of Gamification solutions SS2: a sound knowledge of existing models of game design and gamification design SS3: knowledge and critical understanding of the theory and practice of Gamification

SS4: insight into how Gamification can be theoretically effectively applied in business

SS5: critical understanding of how the impact of Gamification can be evaluated

C1: critical analysis of information from a wide range of sources C2: application of theory to business practice in designing realistic solutions for business issues

C3: effectively communicating business solution information, arguments and analysis

The following provides indicative marking criteria for this assignment. This is how the teacher will mark

Total marks available (%)

Knowledge and understanding of Gamification theory (SS1, SS2, SS3)

30

Quality of analysis, synthesis, application evaluation and/or critical appraisal (C1, SS4)

30

Application of Gamification with a realistic business solution (SS4, C2, C3)

20

Recommendation for evaluation of the Gamification solution (SS5)

10

Organisation of work, standard of presentation and referencing

10

Total

100%