Assistant professor, business management, Heriot-Watt University
Agnessa joined the department of Business Management in 2018. She teaches Contemporary Business Technology, Strategic Innovation Management and Corporate Social Responsibility.
Agnessa has many research interests which are primarily focused on the use of Gamification in various areas. She has published research on adopting gamification for Knowledge Management, Knowledge Sharing in particular, and Innovation Management. Currently she is working on expanding this research to the areas of community building within organisations, Business Analytics and Performance Evaluation. Her other research stream focuses on the use of games and gamification to address the issues of poverty and facilitate social change.
Agnessa received a PhD in Management Science at the University of Strathclyde, Scotland, and additionally worked on two research projects in the area of Supply Chain Management during that time. Prior to that, she gained a joint MSc in Global Innovation Management from the University of Strathclyde and Hamburg University of Technology, Germany. Before joining the international Masters she gained professional experience in market planning and supply chain management at Procter&Gamble.
Publications
Shpakova, A., Dörfler, V., & MacBryde, J. (2017). Changing the Game: A Case for Gamifying Knowledge Management. World Journal of Science, Technology and Sustainable Development, 14(2/3), 143–154. https://doi.org/10.1108/WJSTSD-01-2017-0002.
Shpakova, A., Dörfler, V. and MacBryde, J. (2017), “Changing the Game: A Case for Gamifying Knowledge Management”, World Journal of Science, Technology and Sustainable Development, Vol. 14 No. 2/3, pp. 143–154, DOI: 10.1108/WJSTSD-01-2017-0002.
Rentizelas, A., Shpakova, A., Mašek, O. (2018), “Designing a Supply Network for Sustainable Conversion of Waste Agricultural Plastics into Higher Value Products”, Journal of Cleaner Production, Vol. 189, pp. 683-700, DOI: 10.1016/j.jclepro.2018.04.104.
Shpakova, A., Dörfler, V. and Pyrko, I. (2018), “Gamifying knowledge sharing: networks, communities, and emotions”, EGOS 2018: European Group for Organizational Studies, At Tallinn, Estonia, p 1-20.
Shpakova, A., Dörfler, V. and MacBryde, J. (2016), “The Role(s) of Gamification in Knowledge Management”, EURAM 2016: 16th Annual Conference of the European Academy of Management, At Paris, France, pp. 1–39.
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