A best practice for gamification in large companies: An extensive study focusing inter-generational acceptance
- Gamification is increasingly successful in the field of education and health. However, beyond call-centers and applications in human resources, its utilization within companies remains limited. In this paper, we examine the acceptance of gamification in a large company (with over 17,000 employees) across three generations, namely X, Y, and Z. Furthermore, we investigate which gamification elementsGamification is increasingly successful in the field of education and health. However, beyond call-centers and applications in human resources, its utilization within companies remains limited. In this paper, we examine the acceptance of gamification in a large company (with over 17,000 employees) across three generations, namely X, Y, and Z. Furthermore, we investigate which gamification elements are suited for business contexts, such as the dissemination of company principles and facts, or the organization of work tasks. To this end, we conducted focus group discussions, developed the prototype of a gamified company app, and performed a large-scale evaluation with 367 company employees. The results reveal statistically significant intergenerational disparities in the acceptance of gamification: younger employees, especially those belonging to Generation Z, enjoy gamification more than older employees and are most likely to engage with a gamified app in the workplace. The results further show a nuanced range of preferences regarding gamification elements: avatars are popular among all generations, badges are predominantly appreciated by Generations Z and Y, while leaderboards are solely liked by Generation Z. Drawing upon these insights, we provide recommendations for future gamification projects within business contexts. We hope that the results of our study regarding the preferences of the gamification elements and understanding generational differences in acceptance and usage of gamification will help to create more engaging and effective apps, especially within the corporate landscape.…
Document Type: | Article (reviewed) |
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Zitierlink: | https://opus.hs-offenburg.de/7865 | Bibliografische Angaben |
Title (English): | A best practice for gamification in large companies: An extensive study focusing inter-generational acceptance |
Author: | Polona CasermanORCiD, Kim Annabell Baumgartner, Stefan Göbel, Oliver KornStaff MemberORCiDGND |
Year of Publication: | 2023 |
Date of first Publication: | 2023/09/28 |
Place of publication: | New York |
Publisher: | Springer US |
Page Number: | 21 |
First Page: | 35175 |
Last Page: | 35195 |
Parent Title (English): | Multimedia Tools and Applications |
Issue: | 12 |
ISSN: | 1573-7721 (Elektronisch) |
ISSN: | 1380-7501 (Print) |
DOI: | https://doi.org/10.1007/s11042-023-16877-7 |
URN: | https://urn:nbn:de:bsz:ofb1-opus4-78655 |
Language: | English | Inhaltliche Informationen |
Institutes: | Fakultät Medien (M) (ab 22.04.2021) |
DDC classes: | 000 Allgemeines, Informatik, Informationswissenschaft |
100 Philosophie und Psychologie | |
GND Keyword: | Gamification |
Tag: | Acceptance; Design; Generations; Large-scale Evaluation | Formale Angaben |
Relevance for "Jahresbericht über Forschungsleistungen": | Wiss. Zeitschriftenartikel reviewed: Listung in Master Journal List |
Open Access: | Open Access |
Hybrid | |
Licence (German): | ![]() |