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Military organizations have special features like following different organizational laws in times of peace and war and their specific embeddedness in society and politics. Especially the latter aspect has made the military an important object of study since the beginnings of modern sociology. In the wake of establishing specific sociological accounts, military sociology has been developed, dedicated to the different facets of the military. This research is based on different theoretical perspectives, but has hardly embraced the frameworks from economics and sociology of conventions (EC/SC) so far. The aim of the chapter is to explore and demonstrate the potentials of this approach. In a first step, the state of the art of military sociology research is outlined, and potential avenues for analyzing military forces based on EC/SC are identified. It is argued that especially the connection to organizational theory (military as organization) and civil-military relations, including leadership and professionalism, offer starting points. After introducing existing studies addressing military-related topics with reference to EC/SC, relevant concepts and approaches of convention theory that prove to be particularly enriching for military research are discussed. An outlook on possible further fields and topics of research is given to concretize how an inclusion of the perspective of EC/SC could look like.
The use of gamification in workplace learning to encourage employee motivation and engagement
(2019)
When we think about playing a game, be it a card game, board game, sport, or video game, we generally associate the act of playing with a positive experience like having fun, enjoying the interaction with others, or feeling a greater motivation to reach a certain goal. By contrast, workplace learning is often perceived as being dull. Employees are likely at some point in their career to find themselves stuck in a rigidly defined seminar for a long period of time or in front of their computer navigating through a mandatory e-learning course on a dry topic such as standards of business conduct of safety policies.
In recent years, organizations have tried to leverage the motivating quality of games for more serious learning contexts. Gamification entails transferring those elements and principles from games to nongaming context that improve user experience and engagement. In this chapter, we will specifically focus on the context of workplace learning.