  Organisations are currently lacking in developing and implementing business
systems in meaningful ways to motivate and engage their staff. This is
particularly salient as the average employee spends eleven cumulative years of
their life at work, however less than one third of the workforce are actually
engaged in their duties throughout their career. Such low levels of engagement
are particularly prominent with younger employees, referred to as Generation Y
(GenY), who are the least engaged of all groups at work. However, they will
dedicate around five cumulative years of their life immersed playing video
games such as Clash of Clans, whether for social, competitive, extrinsic, or
intrinsic motivational factors. Using behavioural concepts derived from video
games, and applying game design elements in business systems to motivate
employees in the digital economy, is a concept which has come to be recognised
as Business Gamification. Thus, the purpose of this research paper is to
further our understanding of game design elements for business, and investigate
their properties from design to implementation in gamified systems. Following a
two-year ethnographic style study with both a system development, and a
communication agency largely staffed with GenY employees, findings suggest
properties in game design elements are emergent and temporal in their
instantiations.
