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[{"key": "dc.contributor.advisor", "value": "Alajoutsij\u00e4rvi, Kimmo", "language": "", "element": "contributor", "qualifier": "advisor", "schema": "dc"}, {"key": "dc.contributor.author", "value": "Varis, Mari", "language": "", "element": "contributor", "qualifier": "author", "schema": "dc"}, {"key": "dc.date.accessioned", "value": "2019-09-16T05:03:57Z", "language": null, "element": "date", "qualifier": "accessioned", "schema": "dc"}, {"key": "dc.date.available", "value": "2019-09-16T05:03:57Z", "language": null, "element": "date", "qualifier": "available", "schema": "dc"}, {"key": "dc.date.issued", "value": "2019", "language": "", "element": "date", "qualifier": "issued", "schema": "dc"}, {"key": "dc.identifier.uri", "value": "https://jyx.jyu.fi/handle/123456789/65512", "language": null, "element": "identifier", "qualifier": "uri", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Pelillist\u00e4minen on saanut aikaan paljon keskustelua viime vuosien aikana. Pelillist\u00e4misen konseptia on kritisoitu monenlaisista syist\u00e4, ja jopa sen tieteellisyys on kyseenalaistettu. Kritiikist\u00e4\nhuolimatta pelillist\u00e4misen ja siit\u00e4 johdettujen applikaatioiden hy\u00f6dynt\u00e4minen on yleistynyt laajasti eri toimialoilla.\nPelillist\u00e4mist\u00e4 voidaan soveltaa erilaisissa konteksteissa, joita ei perinteisesti ole yhdistetty pelimaailmaan. Esimerkkej\u00e4 t\u00e4llaisista alueista ovat esimerkiksi terveydenhuoltoala ja koulutussektori. Tutkimustulokset pelillist\u00e4misen hy\u00f6dyllisyydest\u00e4 ovat t\u00e4h\u00e4n menness\u00e4 olleet jokseenkin\nristiriitaisia.\nT\u00e4m\u00e4 ty\u00f6 keskittyy tutkimaan CRM-j\u00e4rjestelmien pelillist\u00e4mist\u00e4. Tarkoituksena on tutkia, ett\u00e4\nvoidaanko myyntikonsulttien CRM-j\u00e4rjestelm\u00e4n k\u00e4ytt\u00f6\u00e4 tehostaa ottamalla k\u00e4ytt\u00f6\u00f6n tiettyj\u00e4 pelielementtej\u00e4. Erityisen tarkastelun alla on pelillist\u00e4misen vaikutukset myyntikonsulttien motivaatioon ja sitoutuneisuuteen (eng. engagement). Sitoutuneisuutta voitaisiin t\u00e4m\u00e4n tutkimuksen\nkontekstissa kuvata my\u00f6s syventyneisyyten\u00e4 ty\u00f6teht\u00e4v\u00e4\u00e4n, tai vastaavasti positiivisena tunteena, jonka yksil\u00f6 voi kokea jonkin toiminnan viedess\u00e4 mukanaan.\nAikaisemmat tutkimukset pelillist\u00e4misen kyvyst\u00e4 parantaa motivaatiota eiv\u00e4t ole olleet yksiselitteisi\u00e4. Lis\u00e4ksi, suuri osa pelillist\u00e4mist\u00e4 k\u00e4sittelevist\u00e4 tutkimuksista on toteutettu koulutussektorilla. Useimmat n\u00e4ist\u00e4 tutkimuksista on my\u00f6s toteutettu kvantitatiivisia menetelmi\u00e4 hy\u00f6dynt\u00e4en. T\u00e4m\u00e4 kvalitatiitivinen case -tutkimus toteutettiin suomalaiselle ymp\u00e4rist\u00f6alan yritykselle.\nPelillistetty CRM-kokeilu j\u00e4rjestettiin vuoden 2019 maaliskuussa, ja siihen osallistui viisi yrityksen myyntikonsulttia. Alustana toimi Microsoft Dynamics 365 pelillist\u00e4missovellus. Haastattelut\nja materiaalin analysointi suoritettiin huhtikuun 2019 aikana.\nTutkimuksen tulokset osoittavat, ett\u00e4 pelillist\u00e4minen ja tietyt pelielementit voivat vahvistaa\nmyyntikonsultin motivaatioita ja syventyneisyytt\u00e4. Empiiriset tulokset kohonneen motivaation\nja syventyneisyyden yhteydest\u00e4 myyntikonsulttien tuottavuuteen osoittautuivat kuitenkin riitt\u00e4m\u00e4tt\u00f6miksi. Lis\u00e4ksi tulokset osoittavat, ett\u00e4 kaikki yritykset eiv\u00e4t todenn\u00e4k\u00f6isesti hy\u00f6dy CRMj\u00e4rjestelm\u00e4n k\u00e4yt\u00f6n pelillist\u00e4misest\u00e4. Menetelm\u00e4n voidaan olettaa sopivan hyvin myynti-intensiivisiin organisaatioihin. Mit\u00e4 tulee motivaatioon, johdon tulisi selke\u00e4mmin tunnistaa ihmistenv\u00e4liset henkil\u00f6kohtaiset erot. Henkil\u00f6t, jotka todenn\u00e4k\u00f6isimmin motivoituvat esimerkiksi itsens\u00e4\nhaastamisesta tai uuden oppimisesta, voivat k\u00e4rsi\u00e4 ulkoisten kannustinten aiheuttamista paineista. Jos organisaation ty\u00f6ntekij\u00f6ill\u00e4 on k\u00e4ytett\u00e4viss\u00e4\u00e4n oikeanlaisia kannustimia ja resursseja,\nhe ovat todenn\u00e4k\u00f6isesti sitoutuneempia organisaatioonsa.", "language": "fi", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Gamification has been recently enjoying wide attention of researchers and practitioners in various domains. Thus, gamification has been accused for several shortcomings, and even its academic worthiness has been questioned. Despite these issues, gamification and its various applications seem to be an increasing trend in the digital era. Gamification has the potential to be leveraged in various non-game contexts, such as healthcare and education. But, the evidence of the effectiveness of gamification in its various usage points is mixed to this date. In this study, the focus is on examining gamification in the context of CRM system gamification. The focus of inquiry is to examine, whether gamification and specific gameelements motivate Sales Consultants to use CRM more efficiently, and whether CRM gamification effects Sales Consultants engagement. In addition, gamifications\u2019 effect on Sales Consultants productivity is examined. The past studies investigating gamification\u2019s ability to promote motivation and engagement have offered mixed results, and large part of these studies have been conducted in pedagogic contexts. In addition, majority of these studies have been using quantitative methods. This qualitative study is based on a single-case study approach, and it was conducted for a Finnish environmental management company. Gamified experiment was arranged in March 2019, in which five Sales Consultants participated. The gamification platform that was used was provided by Microsoft Dynamics 365. The data was collected during April 2019. According to the results of this study, gamification and certain game-design elements can promote motivation and engagement in a moderate level. The empiric evidence regarding the anticipated correlation between motivation, engagement and Sales Consultants productivity was proven to be insufficient. Managerial suggestions include a notion, that not every organisation will benefit from CRM system gamification. Also, it is crucial for managers to understand the individual differences in people. As an example, employees that are motivated by intrinsic challenges and exploration, may suffer when being motivated by pressuring extrinsic incentives. Usually, employees will pay back to their respective organisations with a higher level of engagement, if they are granted with the right resources. But if they don\u2019t, the resource has not been valuable for them in the first place. In itself, this would be a valuable finding about employee\u2019s state of mind. A greater engagement to work and motivation do not only benefit managers or their respective organisations: individuals who experience engagement also tend to be happier.", "language": "en", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Submitted by Miia Hakanen (mihakane@jyu.fi) on 2019-09-16T05:03:57Z\nNo. of bitstreams: 0", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Made available in DSpace on 2019-09-16T05:03:57Z (GMT). No. of bitstreams: 0\n Previous issue date: 2019", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.format.extent", "value": "67", "language": "", "element": "format", "qualifier": "extent", "schema": "dc"}, {"key": "dc.format.mimetype", "value": "application/pdf", "language": null, "element": "format", "qualifier": "mimetype", "schema": "dc"}, {"key": "dc.language.iso", "value": "eng", "language": null, "element": "language", "qualifier": "iso", "schema": "dc"}, {"key": "dc.rights", "value": "In Copyright", "language": "en", "element": "rights", "qualifier": null, "schema": "dc"}, {"key": "dc.subject.other", "value": "engagement", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "CRM", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.title", "value": "Gamification in action : how to increase employee motivation and engagement by deploying a gamified CRM solution : case: Finnish environmental management company", "language": "", "element": "title", "qualifier": null, "schema": "dc"}, {"key": "dc.type", "value": "master thesis", "language": null, "element": "type", "qualifier": null, "schema": "dc"}, {"key": "dc.identifier.urn", "value": "URN:NBN:fi:jyu-201909164158", "language": "", "element": "identifier", "qualifier": "urn", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Pro gradu -tutkielma", "language": "fi", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Master\u2019s thesis", "language": "en", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Jyv\u00e4skyl\u00e4 University School of Business and Economics", "language": "en", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Jyv\u00e4skyl\u00e4n yliopiston kauppakorkeakoulu", "language": "fi", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Taloustieteet", "language": "fi", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Business and Economics", "language": "en", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "Jyv\u00e4skyl\u00e4n yliopisto", "language": "fi", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "University of Jyv\u00e4skyl\u00e4", "language": "en", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Markkinointi", "language": "fi", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Marketing", "language": "en", "element": "subject", "qualifier": "discipline", 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"dc.subject.yso", "value": "pelillist\u00e4minen", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "motivaatio", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "motivointi", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "committing oneself", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "customer relationship management", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "gamification", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "motivation (mental objects)", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "motivation (activity)", 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