10.2CRJan 29, 2020
On the Convergence of Artificial Intelligence and Distributed Ledger Technology: A Scoping Review and Future Research AgendaKonstantin D. Pandl, Scott Thiebes, Manuel Schmidt-Kraepelin et al.
Developments in Artificial Intelligence (AI) and Distributed Ledger Technology (DLT) currently lead to lively debates in academia and practice. AI processes data to perform tasks that were previously thought possible only for humans. DLT has the potential to create consensus over data among a group of participants in uncertain environments. In recent research, both technologies are used in similar and even the same systems. Examples include the design of secure distributed ledgers or the creation of allied learning systems distributed across multiple nodes. This can lead to technological convergence, which in the past, has paved the way for major innovations in information technology. Previous work highlights several potential benefits of the convergence of AI and DLT but only provides a limited theoretical framework to describe upcoming real-world integration cases of both technologies. We aim to contribute by conducting a systematic literature review on previous work and providing rigorously derived future research opportunities. This work helps researchers active in AI or DLT to overcome current limitations in their field, and practitioners to develop systems along with the convergence of both technologies.
2.8SEJun 4, 2019
Gamification of Enterprise Systems: A Synthesis of Mechanics, Dynamics, and RisksM. Schmidt-Kraepelin, S. Lins, S. Thiebes et al.
Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context, which can be attributed to several factors on ES, organizational, and end-user level. Trying to take advantage of the growing passion for games, Gamification is a phenomenon proposed to motivate people by applying elements common to games in other contexts that have the potential to increase end-user acceptance. While first applications of Gamification exist in areas such as finance, health, and education, utility of gamifying ES has not been explored in-depth. Aiming to understand how Gamification can be applied to ES to increase user motivation, we analyze literature concerning game elements (i.e., mechanics and dynamics) used in Gamification and related risks. Our study yields a synthesis of mechanics in clusters of system design, challenges, rewards, and user specifics as well as related dynamics. We discuss the extent to which the game elements can be used to address ES acceptance barriers. While our study reveals that Gamification has potential for motivating ES users, future research should analyze concrete implementations of Gamification in ES contexts to investigate long-term effects.