Repository logo
 

Search Results

Now showing 1 - 2 of 2
  • 4.0 Leadership Skills in Hospitality Sector
    Publication . Sousa, Maria José; Santos, Vasco; Sacavém, António; Pinto Dos Reis, Isabel; Sampaio, Marta Correia
    This paper intends to analyses leadership skills in the hospitality sector in the era of 4.0 industry. The purpose is to explore the role of multi‐level forms of leadership and the profiles identified by the hospitality professionals. This is a quantitative study based on an online survey applied to two hotels, and the following research question have guided the present study: What are the 4.0 Leadership Skills in the hospitality sector? To answer the research question, the main technique to collect data was a questionnaire allowing to investigate the main issues related to 4.0 leadership skills. The results of the research are the identification of the leadership skills profiles, being this research significant for managers and leaders when developing organizational interactions from a multi‐level efficacy perspective. The conceptual contribution of the paper is a fresh macro‐analytical perspective concerning 4.0 leadership skills in the hospitality sector.
  • The use of Gamification in Knowledge Management Processes: A Systematic Literature Review
    Publication . Sampaio, Marta Correia; Sousa, Maria José; Dionísio, Andreia
    Purpose: The purpose of this article is to present a systematic literature review that synthesizes the investigations made into the use of Gamification in Knowledge Management processes in recent years, and a conceptual model for analysis of the Gamification of Knowledge Management Systems. Theories: Since the last decade the Gamification - defined by the application of game design principles in a non-game context - as a management practice has become increasingly challenging for researchers. At the height of the Knowledge Age, in which we live today, knowledge and the organizational capacity to create, disseminate and retain it is one of the most important sources of competitive advantage for organizations. As employees’ knowledge is critical for companies, it is essential to find effective mechanisms to encourage collaborators to share knowledge. In this field, gamification is a dynamic to be considered as an enabler of successful knowledge management systems. Methodology: A systematic review of the literature was carried out, analyzing the scientific articles obtained through electronic databases, manual research and the cross-referencing of bibliographic references to identify and synthesize studies on the use of gamification in Knowledge Management processes in the period from 2015 to 2018. Results: This study demonstrates that the use of gamification in knowledge management processes has a positive impact on employees’ motivation and involvement with these systems, while promoting the creation, transfer and sharing of knowledge in the organization. A conceptual model for the gamification of knowledge management systems is proposed, intended to be a valid contribution to the operationalization of future studies on the link between gamification and knowledge management.