ACCELERATING DIGITAL TRANSFORMATION USING GAMIFICATION (Record no. 10900)

MARC details
000 -LEADER
fixed length control field 09060nam a22002657a 4500
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 201210b2024 a|||f bm|| 00| 0 eng d
024 7# - Author Identifier
Standard number or code 0009-0004-7658-8768
Source of number or code ORCID
040 ## - CATALOGING SOURCE
Original cataloging agency EG-CaNU
Transcribing agency EG-CaNU
041 0# - Language Code
Language code of text eng
Language code of abstract eng
-- ara
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 658.4
100 0# - MAIN ENTRY--PERSONAL NAME
Personal name Omar Mohamed Badreldin
245 1# - TITLE STATEMENT
Title ACCELERATING DIGITAL TRANSFORMATION USING GAMIFICATION
Remainder of title :AN IMPLEMENTATION CASE FROM THE NEWS INDUSTRY
Statement of responsibility, etc. /Omar Mohamed Badreldin
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Date of publication, distribution, etc. 2024
300 ## - PHYSICAL DESCRIPTION
Extent 80 p.
Other physical details ill.
Dimensions 21 cm.
500 ## - GENERAL NOTE
Materials specified Supervisor: Alaa Eldin Adris
502 ## - Dissertation Note
Dissertation type Thesis (M.A.)—Nile University, Egypt, 2024 .
504 ## - Bibliography
Bibliography "Includes bibliographical references"
505 0# - Contents
Formatted contents note Contents:<br/>CHAPTER 1: INTRODUCTION.........................................................................................1<br/>1.1 Background and motivation........................................................................................... 1<br/>1.2 Gamification concept..................................................................................................... 3<br/>1.3 Digital transformation in the news industry................................................................... 3<br/>1.5 Research significance..................................................................................................... 5<br/>1.6 Research Question(s)/Hypothesis.................................................................................. 5<br/>Chapter 2: REVIEW OF RELEVANT LITERATURE .............................................................8<br/>2.1 Preface .......................................................................................................................... 8<br/>2.2 Digital Transformation................................................................................................... 8<br/>2.2.1 Basics and definitions...................................................................................................................8<br/>2.2.2 Digitization, digitalization, and digital transformation.................................................................9<br/>2.2.3 Digital transformation ..................................................................................................................9<br/>2.2.3 Digital Transformation and organizational culture.....................................................................10<br/>2.2.4 Organizational culture as a barrier to Digital transformation ....................................................11<br/>2.3 Gamification.................................................................................................................12<br/>2.3.1 Basics and definitions.................................................................................................................12<br/>2.3.2 Gamification and Motivational theory .......................................................................................12<br/>IX<br/>2.3.3 The MDE framework...................................................................................................................13<br/>2.3.4 Design elements of gamification ................................................................................................14<br/>2.3.5 Applications of Gamification ......................................................................................................15<br/>Chapter 3: RESEARCH METHODOLOGY .......................................................................17<br/>3.1 Preface .........................................................................................................................17<br/>3.2 Research Problem.........................................................................................................17<br/>3.3 Research Design ...........................................................................................................18<br/>3.4 Participants/sample .....................................................................................................19<br/>3.5 Data Collection .............................................................................................................19<br/>3.6 Data analysis................................................................................................................20<br/>3.6.1 Quantitative analysis..................................................................................................................20<br/>3.6.2 Qualitative analysis.....................................................................................................................21<br/>3.7 Ethical considerations...................................................................................................21<br/>Chapter 4: RESULTS....................................................................................................22<br/>4.1 Preface .........................................................................................................................22<br/>4.2 Gamification experience design....................................................................................25<br/>4.2.1 Game design elements...............................................................................................................25<br/>4.2.2 Game Mechanics: .......................................................................................................................26<br/>4.2.3 Rules setup: ................................................................................................................................27<br/>4.3 Experiment participants demographics.........................................................................28<br/>4.4 First interval and the introduction of gamification........................................................28<br/>4.4.1 Outcomes of the first interval ....................................................................................................30<br/>4.5 second interval (Rerun of the gamification experience) ................................................31<br/>4.5.1 Outcomes of the second interval ...............................................................................................31<br/>4.6 Key Data Points (KDPs) statistics...................................................................................32<br/>4.7 Survey results...............................................................................................................34<br/>Chapter 5: DISCUSSION ..............................................................................................41<br/>X<br/>5.1 Summary of the key findings ........................................................................................41<br/>5.2 Limitations ...................................................................................................................43<br/>5.3 Future Research............................................................................................................44<br/>Chapter 6: CONCLUSIONS...........................................................................................46
520 3# - Abstract
Abstract Abstract:<br/>Digital Transformation (DT) initiatives often struggle with high failure rates due to <br/>resistance to change and lack of employee engagement. Gamification, which applies gamedesign elements in non-game contexts, offers a promising solution to these challenges. This <br/>study explores the impact of gamification on DT success in the news/media sector, <br/>focusing on key gamification elements that can drive successful transformation and <br/>enhance engagement. A two-step method approach was employed, involving 164 <br/>participants from a single newspaper. Gamification techniques were implemented over five <br/>months, split into two intervals, generating both quantitative data and qualitative survey <br/>responses. Statistical analysis assessed the impact on key data points, while thematic <br/>analysis provided insights into participants' experiences. Results showed a significant <br/>positive increase in Key Data Points (KDPs) during the first interval, indicating successful <br/>behavior change and enhanced engagement. Modified techniques in the second interval <br/>sustained and built upon these changes. Elements like points, rankings, leaderboards were <br/>most impactful. Survey responses supported these findings, with 80% of participants <br/>finding gamification appealing and 83.7% reporting increased interest in learning new <br/>digital production methods. This research provides empirical evidence that gamification <br/>can effectively drive DT by encouraging positive behavioral changes and reducing <br/>resistance to change. This research fills a gap in the literature by examining gamification's <br/>role in DT within the news/media sector, offering practical insights for practitioners and <br/>enriching the theoretical understanding of gamification's potential.<br/>Keywords: Digital transformation, Gamification, Gamification design elements, <br/>Resistance to change, Human behavior, Change management, Experiment
546 ## - Language Note
Language Note Text in English, abstracts in English and Arabic
650 #4 - Subject
Subject MOT
655 #7 - Index Term-Genre/Form
Source of term NULIB
focus term Dissertation, Academic
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School MOT
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Koha item type Thesis
650 #4 - Subject
-- 309
655 #7 - Index Term-Genre/Form
-- 187
690 ## - Subject
-- 309
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Home library Current library Date acquired Total Checkouts Full call number Date last seen Price effective from Koha item type
    Dewey Decimal Classification     Main library Main library 09/09/2024   658.4/ O.B.A/2024 09/09/2024 09/09/2024 Thesis