2,635 research outputs found

    The Impact of Gamification on Employee Engagement in a Complex System of Human Resource Management Processes

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    Elektroniskā versija nesatur pielikumusPromocijas darba mērķis ir izpētīt spēļošanu kā rīku, ko izmanto personālvadības procesu kompleksā sistēmā, un tās potenciālu ietekmēt augstāku darbinieku iesaisti šajos procesos, kā arī izstrādāt rekomendācijas spēļotu un iesaisti veicinošu personālvadības procesu dizainam. Pētījums piedāvā hipotēzi, ka, ņemot vērā spēļu vides augsti iesaistošo raksturu, darbinieku iesaiste dažādos personālvadības procesos tiek pozitīvi ietekmēta, izmantojot spēļu elementus, kas veicina izmērāmu šo procesu rādītāju paaugstināšanos. Darba zinātniskā novitāte izpaužas spēļošanas definīcijā ar fokusu uz personālvadības procesiem, kā arī pienesumā vadībzinātņu teorijas attīstībai: izstrādāts 10-soļu modelis iesaisti veicinošai personālvadības procesu spēļošanai. Darba ietvaros izstrādātā metodoloģija spēļošanas ietekmes izpētei uz darbinieku iesaisti var tikt izmantota gan viena uzņēmuma vai uzņēmumu grupas ietvaros, gan pārrobežu pētījumiemThe aim of this study is to explore gamification as a tool used within a complex system of human resource management processes and its potential to achieve higher employee engagement with these processes, as well as to develop recommendations for gamified and engagement-positive design of the said processes. Hypothesis defended throughout the thesis argues that given highly engaging character of the game environment employee engagement with various human resource management processes can be positively influenced through the application of game elements, thus promoting improvement of the process indicators. Scientific novelty of the doctoral thesis lies in developed gamification definition with a focus on human resource management processes, as well as in contribution to the management theory development: thesis offers 10-steps model for the engagement positive gamification of human resource management processes. Methodology for research of the impact of gamification on employee engagement can be used within any business enterprise or group of enterprises, as well as for the crossborder research

    Employee engagement in virtual teams: The role of gamification

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Marketing IntelligenceRemote and hybrid work were already becoming increasingly popular, but due to the global pandemic, it has become the new normality. To best navigate this new norm, we need to understand what can influence job engagement and consequently performance and what new factors we can use to further enhance these aspects. We study the antecedents of job performance and satisfaction, the impact of gamification and team virtuality and its influence on job performance. A survey across 323 individuals with some degree of team virtuality, found that job engagement is a relevant indicator of job performance, that gamification has potential to positively influence engagement and satisfaction and that higher team virtuality can lead to enhanced job performance. This study extends previous research on job engagement by combining it with its antecedents, team virtuality and gamification into a single model. While it is acknowledged that further research is required, this study provides relevant insights for managers and organizations aiming for higher job engagement and performance in this new working environment

    Application fields of gamification

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    In the modern period of universal consumer and entertainment psychology of society, interest in gamification is growing. Game components penetrate into all spheres of activity: business, banking, education and even medicine - common trainings, quests aimed at mastering certain skills.The method of typology, aimed at finding stable features and properties of the object under study. Content analysis was involved, in particular, resources with gamified elements were monitored for automated information retrieval (content monitoring).In the course of the research we came to the conclusion that gamification has a significant impact on the life of modern man. The market of gamified technologies is actively developing in Ukraine and the world.Gamification allows the rational use of available resources, so that as a result all parties achieve the goal, but its use should be treated with caution so as not to exacerbate existing contradictions or, conversely, not to demotivate. That is why it is so important to be critical of the use of game elements in each of the spheres, to realize and distinguish the useful potential of the game from the game as an end in itself, which can adversely affect mental and physical health, self-realization in society

    Collecting data for indoor mapping of the university of Münster via a location based game

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    Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.Nowadays the collection of spatial indoor mapping data presents a big challenge for both science and industry because there is not a cost-effective method yet for it as it is for outdoor mapping. Research is pointing out to crowdsourcing as means of address the challenge of massive indoor mapping based on the principle that people should be the main source of information. Therefore the crowd needs a tool that lets them do indoor mapping tasks as well as means of motivation. This project has as its main goal to study the impact of gamification as a motivation factor by implementing and evaluating it in a mobile application aimed for acquisition of indoor spatial data of the buildings of the University of Münster. For this purpose an already existing mobile application was modified to incorporate game elements, thus creating a new version of the app. Three game mechanics were added for the new version of the app: score, leaderboard and conquest map. Once both apps were ready (gamified and original non-gamified) an evaluation was carried out with 28 participants (14 male and 14 female) to assess the impact of game mechanics when users are performing indoor mapping tasks. As a result we may say that the most of participants preferred the gamified application over the non-gamified one, the study also shows that actually men favored the gamified app more than women

    A Phenomenological Study into How Early Childhood Educators Experience Gamification as an Employee Motivational Tool

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    The purpose of this study was to explore how early childhood educators (ECE) experience gamification as a motivational tool. The study was grounded in self-efficacy theory and used the transcendental phenomenological methodology to uncover the lived experiences of the participants. The researcher used questionnaires, journals, and interviews to gather data from respondents. The interview utilized open-ended questions to provide respondents the opportunity to give a detailed account of their shared experiences while operating the gamified technology used in their program. Data was collected from 8 ECE teachers working at a private preschool in a mid-Atlantic state. Participant accounts described a lack of consistency during the onboarding phase when each application was introduced to the teaching staff. The most successful gamified application allowed for regular communication between teaching staff and parents. Participants noted the training application was an asset, as it aligned with participants’ educational and professional goals. The curriculum development application was found to be an unreliable lesson planning tool due to inaccuracies in data tracking. Participants felt the monthly rewards systems did not accurately reflect the work completed by teachers. The ECE teachers preferred a clear indicator of how the technology can be used to improve the lives of their students and positively impact the trajectory of their career. Greater consideration should be taken to ensure the applications provide incentives that are appropriate for the users. More research should be conducted to uncover the methods school leaders employ to determine applications used with in schools

    Engagement, gamification, and workplace satisfaction: A convergent study of user indicators

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    The purpose of this study was to determine if there was a correlation between the personal indicators of gamification users, game preferences, and workplace engagement. A three-part survey was deployed through an online, opt-in gamification platform in order to gauge individual user preferences

    Effects of Gamification on Speed and Accuracy on an Interdependent Paper Sorting Task

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    This study examined the effects of gamification, i.e. (what makes games challenging, engaging and fun), and its effects on speed and accuracy on an interdependent paper sorting task. Undergraduate students (N=42) at the University of Central Florida participated by working interdependently in groups to sort numbered pieces of paper into piles before and after either playing video games or doing back-to-back drawing(basic team building exercises). It was hypothesized that participants who played video games would sort pieces of paper into the piles faster and more accurate than those who did back-to-back team exercises. Results showed that playing video games was not better than doing basic team exercises, but that the two tasks were relatively equal. Although groups were formed and dissolved quickly, there was improvement between the pre and posttests. While the experiment did not yield significant results, it is possible that using different video games or different interdependent tasks could foster increases in speed and accuracy compared to back-to-back drawing

    This Could Be a Game! : Defining Gamification for the Classroom

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    Instructors find a gap between what they experienced in school in the mid-to-late 20th century and the experiences of students entering college in 2012/13. In the United States, the influx of almost universal access to technology has marked this generation in a way the previous generations must work to understand, and gamification is a strategy used in areas like marketing to gain participation from this age group. Gamification is a strategy that employs game mechanics, techniques, and theory in areas that traditionally are not set up to function like a game. The purpose of this study was to define gamification in the context of a college classroom. Using Foucault\u27s concept of heterotopia, this study employs the method of heterotopian rhetorical criticism and the methodology of autoethnography to analyze World of Warcraft and re-imagine experiences in the game through critical communication pedagogy to enact change in the traditional college classroom. Three fundamentals of gamification emerged from the findings and laid out a general definition of gamification. It must consist of high-choice, low-risk engagements in a clearly structured environment

    The New Orleans Museum of Art: Fostering Change through Acceptance, Openness, and Community Engagement

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    The internship report that follows this is the result of my time interning with the New Orleans Museum of Art. During my time at NOMA I had the unique opportunity to work with both the department of Interpretation and Audience Engagement and the department of External Affairs. Through this duel departmental internship at the Museum I began to understand the history of the Museum where it came from and what makes NOMA the institution it is today. Throughout the country museums and cultural institutions are having to adapt to today’s arts economy. Meaning institutions must become adaptable, transparent, and more engaged with their communities. This report is my attempt to delineate ways in which NOMA much like the city of New Orleans can become a truly unique institution through community engagement
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