There is a huge number of different methods created to increase employee motivation, while they are constantly being improved and new ones appear. The manager must not only choose the right one, but ...also be able to implement it. One of the methods is gamification. The basics of HR management processes using this method are just beginning to form, so it is necessary to develop mechanisms for implementing gamification in the organization. Based on the research, the main provisions aimed at including elements of gamification in the company and recommendations for their implementation are formulated. The purpose of the article is to study gamification in the organization’s personnel management in detail and to formulate practical recommendations for its application. The research used methods of the theoretical level, such as: study and generalization, analysis and synthesis, deduction and induction, as well as the study of literature, the regulatory framework and other sources of information. On the basis of the study, the types of games and players, the main provisions aimed at including elements of gamification in the company, as well as recommendations for their implementation to improve the organization’s activities are formulated.
As a nascent area of study, gamification has attracted the interest of researchers in several fields, but such researchers have scarcely focused on creating a theoretical foundation for gamification ...research. Gamification involves using game-like features in non-game contexts to motivate users and improve performance outcomes. As a boundary-spanning subject by nature, gamification has drawn the interest of scholars from diverse communities, such as information systems, education, marketing, computer science, and business administration. To establish a theoretical foundation, we need to clearly define and explain gamification in comparison with similar concepts and areas of research. Likewise, we need to define the scope of the domain and develop a research agenda that explicitly considers theory’s important role. In this review paper, we set forth the pre-theoretical structures necessary for theory building in this area. Accordingly, we engaged an interdisciplinary group of discussants to evaluate and select the most relevant theories for gamification. Moreover, we developed exemplary research questions to help create a research agenda for gamification. We conclude that using a multi-theoretical perspective in creating a research agenda should help and encourage IS researchers to take a lead role in this promising and emerging area.
HintergrundWohlbefinden ist ein wichtiger Teil eines ganzheitlichen Gesundheitsansatzes, wird in der Gesundheitsförderung und Prävention jedoch kaum berücksichtigt. Dabei bieten „serious games“ und ...„gamification“ neue, wirksame Ansätze zur Förderung des Wohlbefindens und der psychischen Gesundheit.Ziel der ArbeitDer Artikel präsentiert die Anwendung „The Wellbeing Game“ (TWBG) als eine Möglichkeit der spielbasierten Förderung des Wohlbefindens. Weiterhin wird ein Projekt zur Anpassung und Evaluation des TWBG für den deutschen Kontext vorgestellt.Material und MethodeIm Rahmen einer Voruntersuchung wurde mittels Expertenbefragungen eine strukturierte Analyse der Anwendung durchgeführt. Aufbauend auf diesen Ergebnissen wird die Anwendung technisch und inhaltlich überarbeitet und anschließend in einer randomisierten, kontrollierten Studie in verschiedenen Settings formativ und summativ evaluiert.ErgebnisseDer Beitrag präsentiert die Ergebnisse der Voruntersuchung, die notwendige Anpassungsbedarfe bei den Gamification-Elementen, der technischen Umsetzung und „user-experience“ sowie kulturspezifische Anforderungen aufzeigte.SchlussfolgerungenSpielbasierte Anwendungen wie das TWBG bieten eine wirksame Möglichkeit das individuelle Wohlbefinden zu fördern. Die bisherigen Projektergebnisse liefern wichtige Erkenntnisse über die Funktionsweise des TWBG sowie Anpassungsbedarfe für eine deutsche Zielgruppe.
In recent years, there has been a lot of attention given to the trend of including game elements into non-gaming facilities. The usage of gamification in education is a massive benefit for ...motivation, user interaction, and social effects. The gamified elements such as points, badge, feedbacks, level, rewards, challenges, etc. have been used in e-learning. A systematic review of gamification in online education has not been found when the relevant literature examined. Therefore, this study aims to research the current literature using gamification and online education and highlight the reported benefits and challenges of gamification applications in online education. The present research followed the literature review method. The current study employed a qualitative approach for collected data. Thus, the term "gamification" was used as the primary research keyword. The results show that gamification has increasingly been accepted as a useful learning tool to generate more engaging educational environments. Additionally, elements support and motivate students to participate in a gamification system. The study showed that the most common gamification elements used in e-learning and have a powerful effect on the students are points, leaderboards, badge, and level. This study is thought to contribute significantly to studies on the use of gamification applications in online education. It reinforces previous studies and identifies many useful study topics that can be explored to advance the field. From these results, suggestions on gamification applications in e-learning for further research are given.
Although various typologies of gamification components (also called elements or mechanics) have been proposed, so far none of them used the point of implementation of the respective components as ...their categorization key, despite its obvious meaningfulness for the developers of gamification systems. In this paper, we propose such a typology, intended for both practical (gamification design) and research (gamification analysis) purposes. We show the usability of the proposed typology by categorizing 30 primary gamification components. Before that, we present a short critical review of seven existing typologies of gamification components.
Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. ...Yet little is known about its effectiveness.
We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being.
We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain.
We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes.
The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations of many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention).
•A systematic review is conducted to assess the empirical effectiveness of gamification in the health and wellbeing domain.•Twenty-one papers are identified that report empirical evidence on the effectiveness of gamification in health and wellbeing.•Overall the evidence suggests gamification can have a positive impact for health and wellbeing related interventions.•The evidence is strongest for the use of gamification to target behavioural outcomes, particularly physical activity.•Further research that isolates the impacts of gamification is needed.
This study shows the impact of using gamification as a learning strategy in Physical Education to develop healthy habits. The study, designed as a gamified teaching unit called Play The Game, has ...been used in the second year of secondary education in three schools in Barcelona. The aim of the study has been to control healthy heart rate in physical activity through gamified challenges based on levels, points, classifications and badges. Moreover, Play The Game has introduced innovative elements such as individual attention, cooperation, emotions, technology and combining formal and informal contexts to meet current educational demands and the new ecologies of learning (Coll, 2013). The study has been based on a qualitative and sociocritical methodology and it has been implemented using an action research design. Data were collected by questionnaires and discussion groups. The findings showed the potential of gamification as an emerging learning strategy in Physical Education to increase learning motivation and develop healthy habits in students.