Playing at work
: a study on a gamified workplace

  • Madalena Silvestre Carvalho Ribeiro e Silva (Student)

Student thesis: Master's Thesis

Abstract

Employees are the most valuable capital in an organization (Beqiri, 2019). Prioritising employees’ psychological state is crucial because motivated, engaged, and satisfied employees place more effort in achieving the company’s goals (Beqiri, 2019). Consequently, the idea of making the workplace fun to enhance the job experience has emerged in the organizational context (Ford, McLaughlin, & Newstrom, 2003). More recently, the gamification has presented itself as a solution for this matter by increasing user’s engagement (Bitrián, Buil, & Catalán, 2021) and making work more fun (Vegt, et. al, 2015). This dissertation aims to explore the connection between the antecedents and consequents of using gamification in the workplace. Therefore, the objective of the current study is to create an integrative model that accounts for a variety of factors that influence the actual use of gamification apps. In particular, the testing model considers variables from the Self-Determination Theory (autonomy, competence, and relatedness) and the Technology Acceptance Model (perceived ease of use, perceived usefulness, and attitude towards use) as antecedents of the actual use of gamification, and job engagement (vigor, dedication and absortion) and organizational commitment (affective and continuance) as psychological outcomes. The participants included in this study were 120 employees at Grupo Ageas Portugal. Through the application of SPSS statistical tests (Correlation, Regression, and Mediation Analysis) it was concluded that the antecedents perceived ease of use, attitude towards use of gamification, and the need for relating with other people (relatedness) are good predictors of the actual use of a gamification app. The actual use of the gamification is a good predictor of the vigor, dedication (job engagement) and affective and calculative commitment. There is also an indirect relationship between the antecedent perceived ease of use and the consequences (Vigour, Dedication, Affective Commitment and Calculative Commitment), mediated by the actual use of gamification. To get the greatest results for the organization and their employees, businesses should carefully weigh the potential advantages and disadvantages of implementing gamification, as well as the variables that may influence its efficacy
Date of Award21 Jun 2023
Original languageEnglish
Awarding Institution
  • Universidade Católica Portuguesa
SupervisorJoana Carneiro Pinto (Supervisor)

Keywords

  • Gamification
  • Technology acceptance model
  • Self-determination theory
  • Job engagement
  • Organizational commitment

Designation

  • Mestrado em Psicologia na Gestão e Economia

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