Nicholas Dacre

GN
3papers
31citations
Novelty20%
AI Score15

3 Papers

GNMay 3, 2021
Exploring Diffusion Characteristics that Influence Serious Games Adoption Decisions

Katerina Antonopoulou, Nicholas Dacre

In this paper we discuss the diffusion of serious games and present reasons for why Rogers traditional approach is limited in this context. We present an alternative overview through the characteristics of relative advantage, compatibility, complexity, trialability, and observability, that reflect on the adoption decision and contributes on the commercialization of serious games.

CYMar 27, 2021
Transient Information Adaptation of Artificial Intelligence: Towards Sustainable Data Processes in Complex Projects

Nicholas Dacre, Fredrik Kockum, PK Senyo

Large scale projects increasingly operate in complicated settings whilst drawing on an array of complex data-points, which require precise analysis for accurate control and interventions to mitigate possible project failure. Coupled with a growing tendency to rely on new information systems and processes in change projects, 90% of megaprojects globally fail to achieve their planned objectives. Renewed interest in the concept of Artificial Intelligence (AI) against a backdrop of disruptive technological innovations, seeks to enhance project managers cognitive capacity through the project lifecycle and enhance project excellence. However, despite growing interest there remains limited empirical insights on project managers ability to leverage AI for cognitive load enhancement in complex settings. As such this research adopts an exploratory sequential linear mixed methods approach to address unresolved empirical issues on transient adaptations of AI in complex projects, and the impact on cognitive load enhancement. Initial thematic findings from semi-structured interviews with domain experts, suggest that in order to leverage AI technologies and processes for sustainable cognitive load enhancement with complex data over time, project managers require improved knowledge and access to relevant technologies that mediate data processes in complex projects, but equally reflect application across different project phases. These initial findings support further hypothesis testing through a larger quantitative study incorporating structural equation modelling to examine the relationship between artificial intelligence and project managers cognitive load with project data in complex contexts.

GNMar 23, 2021
How to Motivate and Engage Generation Clash of Clans at Work? Emergent Properties of Business Gamification Elements in the Digital Economy

Nicholas Dacre, Panos Constantinides, Joe Nandhakumar

Organisations are currently lacking in developing and implementing business systems in meaningful ways to motivate and engage their staff. This is particularly salient as the average employee spends eleven cumulative years of their life at work, however less than one third of the workforce are actually engaged in their duties throughout their career. Such low levels of engagement are particularly prominent with younger employees, referred to as Generation Y (GenY), who are the least engaged of all groups at work. However, they will dedicate around five cumulative years of their life immersed playing video games such as Clash of Clans, whether for social, competitive, extrinsic, or intrinsic motivational factors. Using behavioural concepts derived from video games, and applying game design elements in business systems to motivate employees in the digital economy, is a concept which has come to be recognised as Business Gamification. Thus, the purpose of this research paper is to further our understanding of game design elements for business, and investigate their properties from design to implementation in gamified systems. Following a two-year ethnographic style study with both a system development, and a communication agency largely staffed with GenY employees, findings suggest properties in game design elements are emergent and temporal in their instantiations.