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Title:      GAMIFICATION AS AN HR TOOL
Author(s):      Christian T. Anton Banhans
ISBN:      978-989-8704-46-7
Editors:      Piet Kommers, Tomayess Issa, Adriana Backx Noronha Viana, Theodora Issa and Pedro IsaĆ­as
Year:      2022
Edition:      Single
Keywords:      Gamification, Internal Gamification, Human Resources, Game Elements, Game Design
Type:      Full Paper
First Page:      119
Last Page:      126
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      Computer games have become an established form of entertainment in the consumer industry and are a common leisure activity in many people's daily lives. Aside of hedonistic pursuits of entertainment, games can serve other functions as well as technologies can be re-appropriated for productive use cases. This development has been summarised under the term gamification. Educational institutions, companies and associations are increasingly relying on digital games that impart knowledge and skills in an entertaining way. In general, gamification attempts to achieve or generate three main effects: Job satisfaction, engagement, and performance. From a scientific perspective it is undisputed that games, which are used as an entertainment medium in everyday life, can trigger informal learning processes. Games can be used in companies or institutions to sensitise employees to (internal) problems, strengthen the corporate culture, convey changes in sales processes or practice certain everyday behaviours. The literature review has shown that the phenomenon of gamification has become a major focal point of research and is ever growing in popularity. However, research on gamification is still facing various empirical and theoretical challenges. The field lacks a coherent framework to theoretically and empirically explain underlying psychological processes that occur when people are interacting with gamified systems. Furthermore, there is a lack of research on the contextual factors that contribute to the efficiency and the impact of gamification on employee engagement and organisational productivity. In consequence, there is a need to examine the impact of internal gamification in an organisational context, particularly by looking at the impact of gamification on employee motivation, satisfaction, productivity, and job turnover. The purpose of the paper is to study gamification and serious games in an intra-organisational context to collect and formulate recommendations for research directions and practical applications. The research is conducted by a literature review of relevant peer-reviewed empirical papers of the last five years that deal with intra-organisational gamification. The goal is to create a concise, up to date literature review on gamification and serious games with a focus on HR applications, to identify examples of driving factors, variables and best practices that can be applied in game design, gamification, and further research avenues. The theoretical framework lenses for the interpretation as well as the critique of current research is provided by the SDT-model, Flow-Theory, and the OCEAN-Model.
   

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