生产力
工作(物理)
心理学
背景(考古学)
跟踪(教育)
习惯
公共关系
知识管理
应用心理学
社会心理学
计算机科学
政治学
工程类
教育学
机械工程
生物
宏观经济学
古生物学
经济
作者
Cornelia Gerdenitsch,David Sellitsch,Markus Besser,Sophia Burger,Christine Stegmann,Manfred Tscheligi,Simone Kriglstein
标识
DOI:10.1016/j.elerap.2020.100994
摘要
While the effects of gamification have been demonstrated in various fields, research on gamification in the work context is still limited. Gamification can, however, be used as a strategy in companies, for example, to strengthen enjoyment and productivity in the workplace. To investigate this effect, we conducted an online survey with 114 employees that used Habitica, a habit-tracking game, for gamifying their work-related tasks. Qualitative findings demonstrated that participants used work gamification for organization and self-monitoring. This data also illustrated how employees with and without leadership responsibilities used work gamification. Employees without leadership responsibilities used it as a trigger for self-motivation; employees with leadership responsibilities used it to improve their health. Quantitative findings showed positive effects of work gamification on work enjoyment, and on productivity only for employees with leadership responsibilities. Our results underline the importance of taking work-related variables into account when researching work gamification.
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