Investigating of effect disruptor approach on R&D experts by using the gamification system for enriching knowledge management (Case study: Iran-Khodro Industrial Group)

Document Type : Original Article

Authors

1 PhD Student in Industrial Management (Iran Khodro & Islamic Azad University of Saveh

2 Assistant professor (Islamic Azad University Tehran North Branch),

3 Associate professor (Islamic Azad University of Saveh)

4 Assistant professor (Islamic Azad University of Saveh)

10.30510/psi.2022.290871.1827

Abstract

Deployment of knowledge management in organizations with research and development approach, is faced many barriers. Gamification system is one of the solutions can be used to extract knowledge of employees. Disruptor approach is one of gamification system approaches. This approach is studied for enriching knowledge management in R&D fields. In this study, with the help of a questionnaire and its distribution among R&D experts of Iran Khodro Company (Iran-Khodro Diesel, Iran-Khodro Passenger, IPCO, TAM and SAPCo). The result of this study shows the relationship between the disruptor approach of the gamification, the knowledge management process and development in organizational, environmental and organizational dimensions, and then were evaluated it. Based on the results of the first stage, it was determined using Kolmogorov-Smirnov. Then in SPSS software the correlation test was investigated which the results showed that in the diesel section the disruptor approach of the gamification system only affects the environmental dimension. In Iran-, the disruptor approach of gamification affects all three dimensions of organization, environment and family, especially organizational. In IPCo, the disruptor approach of the gamification only affects the environmental dimension. In SAPCo, most of the disruptor approach of the gamification affects the organizational and environmental dimensions. According to the results obtained for Iran-khodro Industrial Group.

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