Game on! Antecedents and consequents of gamification in the workplace

Madalena Ribeiro e Silva, Joana Carneiro Pinto*

*Autor correspondente para este trabalho

Resultado de pesquisarevisão de pares

Resumo

Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude towards use] and the self-determination theory (autonomy, competence and relatedness) as determinants of gamification usage. Additionally, the authors examine how job engagement (vigour, dedication and absorption) and organizational commitment (affective and calculative/continuance) are influenced by psychological outcomes. Findings: PU, ease of use and a positive attitude significantly predicted actual gamification usage. Effective gamification usage predicted increased work engagement (vigour and dedication) and organizational commitment (affective and calculative). PEU predicted vigour when mediated by actual usage; and, dedication, affective and calculative commitment were predicted by all variables from the TAM when mediated by actual usage. Practical implications: Companies should carefully evaluate the pros and cons of gamification implementation and its influencing factors for optimal organizational and employee outcomes. Originality/value: By addressing both the psychological needs of employees and the technological factors influencing gamification acceptance, the study provides a more holistic view of the determinants of gamification success in the workplace, which is a fresh perspective in both gamification research and organizational behaviour studies.

Idioma originalEnglish
Número de páginas18
RevistaJournal of Workplace Learning
DOIs
Estado da publicaçãoAceite para publicação - dez. 2024

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