Game on: Can gamification enhance productivity?

F1000Res. 2023 Oct 18:12:818. doi: 10.12688/f1000research.131579.2. eCollection 2023.

Abstract

Background: Research suggests that gamification can increase work engagement by providing employees with a sense of autonomy, competence, and relatedness, and by creating a fun and engaging work environment. Gamification is designed to increase consumer and employee engagement and see that they holistically collaborate to achieve a shared vision. The concept of gamification is as old as learning itself, just that the use of the terminology "Gamification" is of a recent origin. Methods: This article focuses on the impact of gamification in various organizations and simultaneously sees its relationship with job engagement and productivity. A primary investigation was done to determine the nexus between the various variables and data collection from 400 respondents working in various fraternities of the economy from both public and private domains from countries in the Gulf region. The structural equation model and SPSS has been inferred to analyse the results. Results: The study results show that variable such as perceived adoption and usefulness in the gamified system is significantly associated with job engagement. Similarly, employee's recognition and perceived motivation have a positive impact on productivity. The study identified job engagement mediating factor to enhance organisational productivity in a gamified system. Conclusion: The effectiveness of gamification in enhancing work engagement may depend on factors such as the design of the gamification system, the preferences and motivations of individual employees, and the organizational culture and goals. The findings have significant implications for insight into how employees in the service sector are aware of the gamified working environment and react to the system through work engagement and productivity.

Keywords: Gamification; Job Engagement; adoption; motivation; productivity; usefulness.

MeSH terms

  • Data Collection
  • Efficiency, Organizational*
  • Gamification*
  • Humans
  • Learning
  • Motivation

Associated data

  • figshare/10.6084/m9.figshare.22083158

Grants and funding

The author(s) declared that no grants were involved in supporting this work.