Authors:
            
                    Bernhard Peischl
                    
                        
                                1
                            
                    
                    ; 
                
                    Johannes Schantl
                    
                        
                                1
                            
                    
                     and
                
                    Andreas Holzinger
                    
                        
                                2
                            
                    
                    
                
        
        
            Affiliations:
            
                    
                        
                                1
                            
                    
                    Softnet Austria, Austria
                
                    ; 
                
                    
                        
                                2
                            
                    
                    Medial University of Graz, Austria
                
        
        
        
        
        
             Keyword(s):
            Gamification, Enterprise 2.0, Engaging People, Empowering People, Game Mechanics.
        
        
            
                Related
                    Ontology
                    Subjects/Areas/Topics:
                
                        B2C/B2B Considerations
                    ; 
                        Business and Social Applications
                    ; 
                        Cloud Computing
                    ; 
                        Collaboration and e-Services
                    ; 
                        Collaborative Systems
                    ; 
                        Complex Systems Modeling and Simulation
                    ; 
                        Data Communication Networking
                    ; 
                        e-Business
                    ; 
                        Enterprise Information Systems
                    ; 
                        Goal Setting and Setting
                    ; 
                        Internationalization and Social, Ethical and Cultural Factors
                    ; 
                        Platforms and Applications
                    ; 
                        Simulation and Modeling
                    ; 
                        Social Networks
                    ; 
                        Software Agents and Internet Computing
                    ; 
                        Sustainable e-Business
                    ; 
                        Telecommunications
                    
            
        
        
            
                Abstract: 
                In this article we motivate how enterprise 2.0 technology and gamification can be used to transform today’s organizations. The notable benefits include higher engagement of employees, productivity enhancements, improvements in efficiency, innovation and community building. We identify the major building blocks of games and outline how enterprises and NGOs apply these principles in real world scenarios.