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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.show moreshow less

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Metadaten
Document Type:Article (reviewed)
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):License LogoCreative Commons - CC BY - Namensnennung 4.0 International