Rahiman Habeeb Ur, Kodikal Rashmi, Suresh Sucharitha
College of Business Administration, Kingdom University, Manama, Manama, Bahrain.
Department of Management, Graphic Era (Deemed to be University), Dehradun, Uttarakhand, India.
F1000Res. 2023 Oct 18;12:818. doi: 10.12688/f1000research.131579.2. eCollection 2023.
Research suggests that gamification can increase work engagement by providing employees with a sense of autonomy, competence, and relatedness, and by creating a fun and engaging work environment. Gamification is designed to increase consumer and employee engagement and see that they holistically collaborate to achieve a shared vision. The concept of gamification is as old as learning itself, just that the use of the terminology "Gamification" is of a recent origin. This article focuses on the impact of gamification in various organizations and simultaneously sees its relationship with job engagement and productivity. A primary investigation was done to determine the nexus between the various variables and data collection from 400 respondents working in various fraternities of the economy from both public and private domains from countries in the Gulf region. The structural equation model and SPSS has been inferred to analyse the results. The study results show that variable such as perceived adoption and usefulness in the gamified system is significantly associated with job engagement. Similarly, employee's recognition and perceived motivation have a positive impact on productivity. The study identified job engagement mediating factor to enhance organisational productivity in a gamified system. The effectiveness of gamification in enhancing work engagement may depend on factors such as the design of the gamification system, the preferences and motivations of individual employees, and the organizational culture and goals. The findings have significant implications for insight into how employees in the service sector are aware of the gamified working environment and react to the system through work engagement and productivity.
研究表明,游戏化可以通过为员工提供自主感、胜任感和关联感,并创造一个有趣且引人入胜的工作环境来提高工作投入度。游戏化旨在提高消费者和员工的参与度,并确保他们全面协作以实现共同愿景。游戏化的概念与学习本身一样古老,只是“游戏化”这一术语的使用是最近才出现的。本文重点关注游戏化在各类组织中的影响,同时考察其与工作投入度和生产力的关系。进行了一项初步调查,以确定海湾地区各国公共和私营领域不同经济行业的400名受访者的各种变量之间的联系并收集数据。已运用结构方程模型和SPSS来分析结果。研究结果表明,游戏化系统中的感知采用度和有用性等变量与工作投入度显著相关。同样,员工的认可度和感知到的动机对生产力有积极影响。该研究确定了工作投入度这一中介因素,以提高游戏化系统中的组织生产力。游戏化在提高工作投入度方面的有效性可能取决于游戏化系统的设计、个别员工的偏好和动机以及组织文化和目标等因素。这些发现对于深入了解服务业员工如何认识游戏化工作环境以及如何通过工作投入度和生产力对该系统做出反应具有重要意义。