JOURNAL ARTICLE

Gamification in the Workplace: Enhancing Employee Engagement Through Gameful Experiences

Jonas Manske

Year: 2024 Journal:   Journal of Intelligent Management Decision Vol: 3 (1)Pages: 1-14

Abstract

In an era characterized by intense labor market competition for skilled and motivated personnel, the adoption of innovative strategies, such as gamification, has emerged as a critical factor for cultivating an engaging workplace environment. This investigation explores the impact of gameful experiences on employee behavior within the context of credit institutions, focusing on three primary behaviors: knowledge sharing, team identity development, and affective commitment to the organization. An empirical analysis, conducted through the collection of 382 employee responses, reveals that gameful experiences exert a significant positive influence on these behaviors. Specifically, it is demonstrated that such experiences enhance the propensity for knowledge sharing among colleagues, foster the development of a stronger team identity, and increase affective commitment towards the company. These findings contribute to the expansion of the nomological network of gameful experience in the professional setting, highlighting the individual team behaviors that are pivotal for organizational success. Furthermore, the results advocate for the integration of gamification strategies within workplace design, underscoring the potential of gameful experiences to promote behaviors that are beneficial to organizational objectives. By delving into the relatively unexplored domain of gamification within workplace design, this research not only enriches the academic discourse on gamification but also provides practical insights for the application of gameful experiences to enhance employee engagement and behavior. In doing so, it underscores the transformative potential of gamification in shaping workplace dynamics and fostering an environment conducive to collaborative and committed work practices.

Keywords:
Employee engagement Business Psychology Public relations Knowledge management Computer science Political science

Metrics

1
Cited By
1.64
FWCI (Field Weighted Citation Impact)
69
Refs
0.71
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Educational Games and Gamification
Social Sciences →  Psychology →  Developmental and Educational Psychology

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