Playing in the backstore: interface gamification increases warehousing workforce engagement

Autor: Mario Passalacqua, Sylvain Sénécal, Pierre-Majorique Léger, Tony Caprioli, Élise Labonté-LeMoyne, Xinli Lin, Lennart E. Nacke, Marc Fredette
Rok vydání: 2020
Předmět:
Zdroj: Industrial Management & Data Systems. 120:1309-1330
ISSN: 0263-5577
DOI: 10.1108/imds-08-2019-0458
Popis: PurposeIn a warehouse setting, where hourly workers performing manual tasks account for more than half of total warehouse expenditure, a lack of employee engagement has been directly linked to company performance. In this article, the authors present a laboratory experiment in which two gamification elements, goal setting and feedback, are implemented in a wearable warehouse management system (WMS) interface to examine their effect on user engagement and performance in an item picking task. Both implicit (neurophysiological) and explicit (self-reported) measures of engagement are used, allowing for a richer understanding of the user's perceived and physiological state.Design/methodology/approachThis experiment uses a within-subject design. Two experimental factors, goals and feedback, are manipulated, leading to three conditions: no gamification condition, self-set goals and feedback and assigned goals and feedback. Twenty-one subjects participated (mean age = 24.2, SD = 2.2).FindingsThis article demonstrates that gamification can successfully increase employee engagement, at least in the short-term. The integration of self-set goals and feedback game elements has the greatest potential to generate long-term intrinsic motivation and meaningful engagement, leading to greater employee engagement and performance.Originality/valueThis article explores the underlying effects of gamification through two of the most prominent motivational theories (self-determination theory [SDT] and goal-setting theory) and one of the leading employee engagement models (job demands-resource model [JD-R[ model). This provides a theory-rich interpretation of the data, which allows to uncover the motivational pathways by which gamification affects engagement and performance.
Databáze: OpenAIRE