Gamification, motivation, and engagement at work : a qualitative multiple case study
Purpose: The purpose of this paper is to analyze how the application of gamification promotes employee motivation and engagement in the workplace. This study sought to identify gamification characteristics, examine motivation and engage at work to relate them to different game designs. Design/methodology/approach: A qualitative exploratory study of multiple cases involving four companies located in Brazil’s southern region. These companies use gamification with their employees or companies whose business offers gamification solutions focused on people management. Findings: This multiple case study presented aspects and different approaches to gamification and serious games. Of the four case studies, the Bravi Quiz application was the most satisfactory case because of its attractive design. Research limitations/implications: The research instruments prioritized the topic of gamification with its tools and applicability. The themes of motivation and engagement at work have been addressed but need further research. Practical implications: The planning and application of gamification with the appropriate score, feedback and rewards are necessary to promote motivation and engagement in the workplace. Gamification must be linked to its systems and processes on its excellent progress because it is taken in isolation; it does not increase engagement and motivation. Originality/value: This is one of the few studies dealing with gamification in human resource management by involving developers/instructors, managers and employees/users and different companies’ tools. This study served as a comparison between the tools of gamification and serious games.
Year of publication: |
2021
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Authors: | Miri, Daniel Hank ; Macke, Janaina |
Published in: |
European Business Review. - Emerald, ISSN 0955-534X, ZDB-ID 2025931-1. - Vol. 34.2021, 2 (10.07.), p. 263-276
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Publisher: |
Emerald |
Saved in:
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