Abstract
Gamification is a central concept in different contexts of application, namely as an important tool for attracting, retaining and motivating employees, customers or other recipients, depending on the area in which it seeks to operate. This research seeks to answer two complementary questions: on the one hand, to identify the main dimensions and attributes of gamification and, on the other, to understand the perceptions of employees who have experienced or are experiencing gamification in their workplaces. The methodological approach to answering the first question was to carry out a scoping review that systematically and comprehensively identified the main advantages, applicability and implications of adopting gamification in business. For the second question, a quantitative approach was adopted with people involved in gamification processes. Analysis of the two perspectives led to the conclusion that gamification has the ability to transform and optimise organisations, making them more satisfied and creating value. However, in order to optimise this change, it is essential that companies carefully implement an efficient, transparent adaptation strategy, taking into account the needs and desires of employees.| Date of Award | 12 Jul 2024 |
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| Original language | Portuguese |
| Awarding Institution |
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| Supervisor | António Manuel Valente de Andrade (Supervisor) |
UN SDGs
This student thesis contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
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SDG 8 Decent Work and Economic Growth
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SDG 9 Industry, Innovation, and Infrastructure
Keywords
- Gamification
- Human resource management
- Motivation
- Games
- Performance
Designation
- Mestrado em Gestão
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