



To improve the organizational outputs of the gamified environments and to motivate the organizational members with the gamified environments effectively, the gamified environments should be designed and developed according to the interdisciplinary approaches including psychology, computer science, pedagogy, management science, economics, esthetics, demography, statistics, and industrial engineering because the basis of the gamified environments is a game and those studies are closely related with a game. However, it is a dawn of research on gamification and hard to find the detailed methodologies or works which show how the gamified environments could be designed and developed. The work of showed that gamification is effective in work collaboration. The study on gamified class showed that the gaming approach is both more effective in improving students' knowledge and more motivational than the nongaming approach. Motivation of organizational members is one of the most important things and is not an easy problem to solve in corporate and education environments. The decision criteria and weights provided in this paper could support the managements to make a systematic decision for selection of gamification platform. The analytic hierarchy process is used to derive the weights. The weights of decision criteria are calculated through a survey by the professionals on game, information systems, and business administration. The criteria are derived from previous works on gamification, introduction of information systems, and analytic hierarchy process. This paper suggests the decision criteria for selection of gamification platform to support a systematic decision making process for managements. Providing a systematic decision making method for gamification process is the purpose of this paper. However, introduction of gamification is not easy because the planning and implementation processes of gamification are very complicated and it needs interdisciplinary knowledge such as information systems, organization behavior, and human psychology. Gamification is effective for both improving workplace productivity and motivating employees. Gamification means the use of various elements of game design in nongame contexts including workplace collaboration, marketing, education, military, and medical services.
