Gamification in Dutch businesses: An explorative case study
Autor: | M. J. Burgers, R. C. P. M. Van den Ouweland, A. M. Kaan, B. I. J. M. Van der Heijden, T. Meijer, B. F. Lamberts, Koen Migchelbrink |
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Přispěvatelé: | Preventive Dentistry, Public Administration |
Rok vydání: | 2021 |
Předmět: |
Knowledge management
Evidence-based practice media_common.quotation_subject self-determination theory Social Sciences Psychological safety Business and Economics lcsh:Social Sciences case study evidence-based lcsh:AZ20-999 Social Sciences - Other Topics gamification business Competence (human resources) Self-determination theory media_common business.industry General Arts and Humanities General Social Sciences SDG 10 - Reduced Inequalities Social Sciences Interdisciplinary lcsh:History of scholarship and learning. The humanities lcsh:H working organizations Incentive Facilitator Scale (social sciences) Psychology Institute for Management Research Autonomy |
Zdroj: | Sage Open, 10 SAGE Open Sage Open, 10, 4, pp. 1-13 SAGE Open, Vol 10 (2020) SAGE OPEN Sage Open, 10, 1-13 Van der Heijden, B I J M, Burgers, M J, Kaan, A M, Lamberts, B F, Migchelbrink, K, Van den Ouweland, R C P M & Meijer, T 2020, ' Gamification in Dutch Businesses : An Explorative Case Study ', Sage Open, vol. 10, no. 4, pp. 1-13 . https://doi.org/10.1177/2158244020972371 Sage Open, 10, 4 Sage Open, 10(4), 1-13. SAGE Publications Inc. SAGE Open, 10(4), 1-13. SAGE Publishing |
ISSN: | 2158-2440 |
DOI: | 10.1177/2158244020972371 |
Popis: | Contains fulltext : 225023.pdf (Publisher’s version ) (Open Access) 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). 20 december 2020 |
Databáze: | OpenAIRE |
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