PDF: Article 5
Publication:
DOI:
10.17708/DRMJ.2022.v11n02a05
Author(s):
Excerpt:
Gamification is a relatively new concept that refers to the use of game elements in non‐game productive activity. It also can be implemented as a behavioral modeling tool influencing behavioral change in an organizational context. A remaining challenge in gamification is the absence of measurement focus to empirically quantify gamification attributes. This paper measures key behavioral changes that gamification influence among employees and assesses their theoretical foundation. We combined validated measurement tools to empirically measure behavior changes, especially engagement, performance, and satisfaction. The combined measurement tool includes the Utrecht Work Engagement Scale (UWES), the Individual Work Performance Questionnaire (IWPQ), and the Minnesota Satisfaction Questionnaire (MSQ). Research results proved that there is a significant behavioral difference between employees that were influenced by gamification and employees that were not. Employees that were exposed to gamification demonstrated higher engagement and satisfaction levels and verified the potency of gamification. Research results evidenced no significant differences between the two groups in terms of performance levels. This research paper will guide practitioners to better evaluate gamification attributes and improve gamification organizational assimilation.
Pages:
71‐78
Keywords: