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 |
| 690 ## - Subject |
| 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 |