Abstract
While the effects of gamification have been demonstrated in
various fields, research on gamification in the working context is still limited. Gamification can, however, be used as a strategy in companies to, for example, to strengthen enjoyment and productivity in the workplace. To investigate this effect, we conducted an online survey with 114 employees that used Habitica, which is a habit- tracking game, for gamifying their work-related tasks. Qualitative findings demonstrated that participants used work gamification for organization and selfmonitoring. This data also illustrated how employees with and without leadership responsibilities used work gamification. Employees without leadership responsibilities used it as a trigger for self-motivation; employees with leadership responsibilities used it to improve their health. Findings Quantitative findings showed positive effects of work gamification on work enjoyment, and on productivity only for Employees with leadership responsibilities. Qualitative data demonstrated that
participants used work gamification for organisation and selfmonitoring. This data also illustrated how employees with and without Leadership responsibilities use work gamification. Employees without Leadership responsibilities use it as a trigger for self-motivation. Employees with leadership responsibilities used it to improve their health. Our results underline the importance of taking work-related variables into account when researching work gamification.
Originalsprache | Englisch |
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Seitenumfang | 11 |
Fachzeitschrift | Electronic Commerce Research and Applications |
Volume | 43 |
DOIs | |
Publikationsstatus | Veröffentlicht - 2020 |
Research Field
- Experience Business Transformation
Schlagwörter
- Gamification
- work gamification
- gameful design
- productivity
- occupational role
- leadership responsibilities