Publications Database

Welcome to the new Schulich Peer-Reviewed Publication Database!

The database is currently in beta-testing and will be updated with more features as time goes on. In the meantime, stakeholders are free to explore our faculty’s numerous works. The left-hand panel affords the ability to search by the following:

  • Faculty Member’s Name;
  • Area of Expertise;
  • Whether the Publication is Open-Access (free for public download);
  • Journal Name; and
  • Date Range.

At present, the database covers publications from 2012 to 2020, but will extend further back in the future. In addition to listing publications, the database includes two types of impact metrics: Altmetrics and Plum. The database will be updated annually with most recent publications from our faculty.

If you have any questions or input, please don’t hesitate to get in touch.

 

Search Results

Divinus Oppong-Tawiah, Xerxes Minocher, Farzam Boroomand & Jane Webster (Forthcoming). "Meaningful Work as an Ethical Approach: Shaping the Next Generation of Organizational Gamification", Information System Frontiers.

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Abstract Gamified information systems have become widespread in organizations along with unintended ethical consequences. In parallel, recent advances in artificial intelligence and their promise for gamification raise new ethical concerns in the workplace. Building on a generational review of research progress in the field, we draw from work design, affordances, and value-sensitive design literatures to develop a theoretical framework and a related ethical design approach to encourage more meaningful work with organizational gamification. Our frameworks specify how game elements and their associated affordances can help transition organizational gamification from an add-on to an integrated part of instrumental work systems. We discuss how tying an ethical reflection into a historically informed view of progress in the field overcomes limitations in previous generations of gamification research and helps to resolve long-standing as well as emerging ethical concerns.

Oppong-Tawiah, D., Webster, J., Staples, S., Cameron, A.-F., Ortiz de Guinea, A. and Tam, H. (2020). "Developing a Gamified Mobile Application to Encourage Sustainable Energy Use in the Office", Journal of Business Research, 106, 388-405.

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Abstract Faced with growing pressures to become more environmentally sustainable, many companies are exploring innovative ways to incorporate “green” practices into their business processes. We focus on employees and their pro-environmental behaviours in the workplace. Drawing on gamification and persuasive design principles, we utilized five design cycles to develop and test a system that tracks employees' electricity usage on their computer-related equipment, engages them through a mobile application using a garden metaphor, and encourages them to reduce their energy consumption. The results of the design cycles built on each other, demonstrating that the system decreases employees' electricity consumption and increases their motivation to continue engaging in pro-environmental behaviours. Possible extensions to the system were also explored. Reflecting on our experiences, seven guidelines emerged related to gamification design and the wider field of design science research. Limitations and future research directions for gamification and environmental sustainability research are discussed.

Cameron, A.F., Oppong-Tawiah, D., Ortiz de Guinea, A., Staples, S. and Webster, J. (2019). "Encouraging Sustainable Energy Use in the Office with a Gamified Mobile Application", Journal of Business Research, In Press.

Open Access Download

Abstract Faced with growing pressures to be more environmentally sustainable, many companies are increasingly exploring innovative ways to incorporate “green” practices into their business processes. We focus on employees and their potential contributions to organization-wide sustainability goals through their pro-environmental behaviours. This article reports on current progress with a multi-year study targeting the use of mobile media to encourage pro-environmental behaviours. To do so, we provide employees with feedback on their computer-based energy usage. We discuss our combined design science and experimental approach to developing and studying a mobile application with embedded persuasive characteristics. Our future interventions will use this persuasive media platform to examine the impact of social-psychological theories on encouraging more sustainable energy use by employees.