Meaningful Gamification Outcomes for Business Needs

Arturs Bernovskis

Abstract


The objective of this article is to analyze the factors that are important for implementing meaningful gamification in a for-profit organization. The author uses a systematic literature review method to explore gamification outcomes' relevance to corporate culture. The application of gamification has demonstrated a significant positive effect on several key areas, including the enhancement of motivation, the improvement of knowledge retention, and an increase in general enjoyment. Many studies have reported that gamification has positively affected employees or customers, improving their knowledge, attitudes, and loyalty to a brand. Company culture is an important differentiator in a competitive environment, and there are correlations between Company culture values and gamification motivation affordance.

Keywords:

business; gamification; motivation; player types; company culture

Full Text:

PDF

References


Bernecker K., & Ninaus B. (2021) No Pain, no Gain? Investigating motivational mechanisms of game elements in cognitive tasks, Computers in Human Behavior, 114, 106542. https://doi.org/10.1016/j.chb.2020.106542

Bhattacharya, S., & Gandhi, A. (2020). Engaging the Head, Heart and Hand of the Millennial Workforce. Psychol Stud, 65, 429–444, https://doi.org/10.1007/s12646-020-00577-5

Bovermann, K., & Bastiaens, T. (2020). Towards a motivational design? Connecting gamification user types and online learning activities. RPTEL 15. https://doi.org/10.1186/s41039-019-0121-4

Chan, E., Nah, F.FH., Liu, Q., & Lu, Z. (2018) Effect of Gamification on Intrinsic Motivation. In: Nah FH., Xiao B. (eds) HCI in Business, Government, and Organizations. HCIBGO 2018. Lecture Notes in Computer Science, 10923. Springer, Cham. https://doi.org/10.1007/978-3-319-91716-0_35

Culiberg, B., & Mihelič, K. K. (2016). Three ethical frames of reference: Insights into Millennials' ethical judgements and intentions in the workplace. Business Ethics: A European Review, 25(1), 94–111. https://doi.org/10.1111/beer.12106

Deterding, S, Dixon, D., Khaled, R. & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011. https://doi.org/10.1145/2181037.2181040

García-Pérez, L, García-Garnica, M, Olmedo-Moreno, EM. (2021). Skills for a Working Future: How to Bring about Professional Success from the Educational Setting. Education Sciences, 11(1), 27. https://doi.org/10.3390/educsci11010027

Gambetti, R., Melewar, T., & Martin, K. (2017). Guest Editors’ Introduction: Ethical Management of Intangible Assets in Contemporary Organizations. Business Ethics Quarterly, 27(3), 381–392. doi:10.1017/beq.2017.21

Jain, A., & Dutta, D. (2019). Millennials and Gamification: Guerilla Tactics for Making Learning Fun. South Asian Journal of Human Resources Management, 6(1), 29–44. https://doi.org/10.1177/2322093718796303

Jurado, A., Castro-González, P., Torres-Jiménez, M. & Leal-Rodríguez, A. (2018). Evaluating the role of gamification and flow in e-consumers: millennials versus generation X. Kybernetes, 48. https://doi.org/10.1108/K-07-2018-0350

Juul, J. (2003). The game, the player, the world: Looking for a heart of gameness. In: Proceedings of the 2003 DiGRA International Conference: Level Up, DiGRA, 30–45. Utrecht, The Netherlands (2003), ISBN / ISNN: ISSN 2342-9666

Hamari, J., Koivisto, J. & Sarsa, H. (2014). Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification, 47th Hawaii International Conference on System Sciences, Waikoloa, HI, 3025–3034. https://doi.org/10.1109/HICSS.2014.377

Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International Journal of Information Management, 35(4), 419–431. https://doi.org/10.1016/j.ijinfomgt.2015.04.006

Heimburger, L., Buchweitz, L., Gouveia, R., & Korn, O. (2020). Gamifying Onboarding: How to Increase Both Engagement and Integration of New Employees. In: Goossens, R., Murata, A. (eds) Advances in Social and Occupational Ergonomics. AHFE 2019. Advances in Intelligent Systems and Computing, vol 970. Springer, Cham. https://doi.org/10.1007/978-3-030-20145-6_1

Högberg, J., Hamari, J. & Wästlund, E. (2019). Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use. User Model User-Adap Inter 29, 619–660. https://doi.org/10.1007/s11257-019-09223-w

Malaby, T. M. (2007). Beyond play: A new approach to games. Games and Culture, 2(2), 95–113. https://doi.org/10.1177/1555412007299434

Morente, F., Ferràs, X. & Zizlavsky, O. (2017). Innovation cultural models: review & next steps proposal. Universidad & Empresa. 20.53. 10.12804/revistas.urosario.edu.co/ empresa/a.5433.

Nicholson, S. (2015) A RECIPE for Meaningful Gamification. In: Reiners T., Wood L. (eds) Gamification in Education and Business. Springer, Cham. https://doi.org/10.1007/978-3-319-10208-5_1

Rodrigues, I. M. F. M., Soares, N. F. M., Lopes, J. M., Oliveira, J. C., & Lopes, J. M. N. G. (2021). Gamification as a new trend in the co-creation process. Revista de Administração Mackenzie, 22(4), 1–33. https://doi.org/10.1590/1678-6971/eRAMR210132

Sukmaningsih, D.W, Wandoko, W. & Panggati, I.E. (2020). Gamification Effect between Generation X and Millennials: Study on E-commerce Site. 2020 International Conference on Information Management and Technology (ICIMTech), Bandung, Indonesia, 812–817. https://doi.org/10.1109/ICIMTech50083.2020.9211217

Szendrői, L., Dhir, K. S., & Czakó, K. (2020). Gamification in for-profit organisations: a mapping study. Business: Theory and Practice, 21(2), 598–612. https://doi.org/10.3846/btp.2020.11864

Teichmann, M, Ullrich, A., Knost, D., & Gronau, N. (2020) Serious games in learning factories: perpetuating knowledge in learning loops by game-based learning, Procedia Manufacturing, Volume 45, 2020, https://doi.org/10.1016/j.promfg.2020.04.104

Tondello, G.F., Wehbe, R.R., Diamond, L., Busch, M., Marczewski, A. & Nacke, L.E. (2016). The Gamification User Types Hexad Scale. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '16). Association for Computing Machinery, New York, NY, USA, 229–243. https://doi.org/10.1145/2967934.2968082

Tourky, M, Kitchen, P, & Shaalan, A. (2020). The role of corporate identity in CSR implementation: An integrative framework. Journal of Business Research, 117, 694–706. https://doi.org/10.1016/j.jbusres.2019.02.046

Werbach, K., Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business Wharton Digital Press, ISBN-13978-1613630235

Wünderlich, N. V., Gustafsson, A., Hamari, J., Parvinen, P., & Haff, A. (2020). The great game of business: Advancing knowledge on gamification in business contexts. Journal of Business Research, 106, 273–276. https://doi.org/10.1016/j.jbusres.2019.10.062

Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism, Tourism Management, Volume 60, 244–256. https://doi.org/10.1016/j.tourman.2016.11.020

Zhao, Wu, AnQi Wang, and Yun Chen. (2019). How to Maintain the Sustainable Development of a Business Platform: A Case Study of Pinduoduo Social Commerce Platform in China. Sustainability 11(22), 6337. https://doi.org/10.3390/su11226337




DOI: 10.7250/scee.2022.003

Refbacks

  • There are currently no refbacks.


Copyright (c) 2022 Arturs Bernovskis

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.