As we are living in a knowledge-industry era, knowledge is becoming the ultimate competitive advantage. There is two kinds of knowledge: Explicit Knowledge (codified knowledge that can be transferred in formal method or system), and Tacit knowledge (unarticulated, intuitive and non-verbalized knowledge that is learned in collaborative experiences). Many studies revealed that despite having a large number of tools and process to collect, classify and disseminate knowledge, there is still a lack in knowledge retention and transfer due to several factors. Indeed, the lack of time, competency and motivation either to identify, externalize or share knowledge, make the knowledge transfer inefficient, especially for tacit knowledge. In this paper, we focus on the Tacit knowledge transfer and the problem of users engagement in the tacit knowledge transfer process. We intend to include a literature review about tacit knowledge transfer and key success/fail factors, and explore the main role of motivation and engagement factors to well manage Tacit Knowledge Management (TKM) cycle, by changing behaviors to incite users externalize their tacit knowledge. We seek to explore also in this study, opportunities that can Gamification bring to make tacit knowledge transfer more efficient by changing efficiently the employees behavior.
Keywords: Tacit Knowledge, Gamification, Serious Game, state of the art, behavioral change