Gamification in Dutch Businesses: An Explorative Case Study

Author:

Van der Heijden B. I. J. M.12345ORCID,Burgers M. J.67,Kaan A. M.68,Lamberts B. F.6,Migchelbrink K.69,Van den Ouweland R. C. P. M.6,Meijer T.10

Affiliation:

1. Radboud University, Institute for Management Research, Nijmegen, The Netherlands

2. Open University of the Netherlands, Heerlen, The Netherlands

3. Ghent University, Belgium

4. Hubei University, Wuhan, China

5. Kingston University London, UK

6. Students at Radboud Honours Academy, Nijmegen, The Netherlands

7. Newcastle University, Biosciences Institute, Newcastle upon Tyne, UK

8. Vrije Universiteit, Academic Centre for Dentistry Amsterdam, The Netherlands

9. Erasmus University Rotterdam, Department of Public Administration and Sociology, Rotterdam, The Netherlands

10. Radboud University, Center for Social Sciences, Nijmegen, The Netherlands

Abstract

An in-depth case study approach was followed and data were collected by means of nine semi-structured interviews with experts from six case organizations. Our findings indicate that gamification of work can be a promising path for working organizations and can be beneficial to both employers and employees. The success of gamification at the workplace is dependent on whether its implementation is able to fulfill employees’ psychological needs for competence, autonomy, and relatedness. To make the most out of gamification at the workplace, employers, supervisors, and employees themselves should pay ample attention to its conditions (i.e., personal preferences of the employees, their demographic characteristics, their need for psychological safety, and the purposefulness of the game). In addition, seven psychological mechanisms underlying successful performance were found in our empirical work (i.e., competition, intrinsic incentives, extrinsic incentives, choice, social interaction, feedback, and ownership). The properties of gamification schemes that also have to be dealt with by the parties involved comprise their duration and intensity, the inclusion of a facilitator, the type of equipment, and scale referring to the size of the gamification scheme. Finally, our study has provided more insight into the possible effects of gamification schemes (i.e., increased insight in the workflow and, through this, a better understanding of both the employees’ own contributions and of their employers’ contributions to the work processes, the transfer of game elements into work processes, team building enhancement, learning effects, and negative emotions).

Publisher

SAGE Publications

Subject

General Social Sciences,General Arts and Humanities

Cited by 10 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Applications and Learning Outcomes of Game Based Learning in Education;International Educational Review;2024-03-08

2. Attainable Game-Based-Artifacts—A Introspection of the Intersection of Fun and Function;Human–Computer Interaction Series;2024

3. Gamification for Industry 5.0 at the Core of Society 5.0;Concepts, Technologies, Challenges, and the Future of Web 3;2023-10-20

4. Stakeholders’ design preferences for instructional gamification;Behaviour & Information Technology;2023-09-11

5. Understanding customer attitude toward advergames: an extended TAM approach;Arts and the Market;2023-07-19

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3