Article ID | Journal | Published Year | Pages | File Type |
---|---|---|---|---|
5110741 | International Journal of Information Management | 2017 | 8 Pages |
Abstract
In this paper, the two perception of well-being at the workplace (i.e. physical and social) are combined with gamification techniques and analyzed how it might help employees to acquire the expertise (“soft and hard-skills”) they need to improve their curriculum. This is particularly relevant for older adults to whom the feeling of fulfilment and recognition is much appreciated. The case study relates to the Active@Work project. The proposed solution incorporates an “intelligent behavior” to keep the user aware of their well-being status, triggering notifications to mitigate the risk of fatigue or stress at work. The solution also provides support for workers to engage in new and rewarding activities, where his/her knowledge and experience is considered as a relevant contribution, promoting in this way employee recognition and social well-being at the workplace. Team management and tutoring of younger co-workers by older adults will be, together with a Skill Development Tool, some of the innovative features within the project.
Keywords
Related Topics
Social Sciences and Humanities
Business, Management and Accounting
Management Information Systems
Authors
José Araújo, Gabriel Pestana,