To read this content please select one of the options below:

$40.00 (excl. tax) 30 days to view and download

Game on! Antecedents and consequents of gamification in the workplace

Madalena Ribeiro e Silva, Joana Carneiro Pinto

Journal of Workplace Learning

ISSN: 1366-5626

Article publication date: 17 December 2024

Issue publication date: 12 February 2025

152

Abstract

Purpose

The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app.

Design/methodology/approach

The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude towards use] and the self-determination theory (autonomy, competence and relatedness) as determinants of gamification usage. Additionally, the authors examine how job engagement (vigour, dedication and absorption) and organizational commitment (affective and calculative/continuance) are influenced by psychological outcomes.

Findings

PU, ease of use and a positive attitude significantly predicted actual gamification usage. Effective gamification usage predicted increased work engagement (vigour and dedication) and organizational commitment (affective and calculative). PEU predicted vigour when mediated by actual usage; and, dedication, affective and calculative commitment were predicted by all variables from the TAM when mediated by actual usage.

Practical implications

Companies should carefully evaluate the pros and cons of gamification implementation and its influencing factors for optimal organizational and employee outcomes.

Originality/value

By addressing both the psychological needs of employees and the technological factors influencing gamification acceptance, the study provides a more holistic view of the determinants of gamification success in the workplace, which is a fresh perspective in both gamification research and organizational behaviour studies.

Keywords

Acknowledgements

This manuscript is based primarily on the first author’s master’s dissertation. The second author was the supervisor of this work. Both authors contributed to the study’s conception and design. Material preparation, data collection and analysis were performed by Madalena Ribeiro e Silva. The first draft of the manuscript was written by Joana Carneiro Pinto and all authors commented on previous versions of the manuscript. All authors read and approved the final manuscript.

The study was approved by the Católica Research Centre for Psychological, Family and Social Wellbeing, at the Universidade Católica Portuguesa.

The authors declare they do not have conflicts of interest.

The data sets generated during and/or analysed during the current study are not publicly available but are available from the corresponding author on reasonable request.

Citation

Ribeiro e Silva, M. and Carneiro Pinto, J. (2025), "Game on! Antecedents and consequents of gamification in the workplace", Journal of Workplace Learning, Vol. 37 No. 2, pp. 153-170. https://doi.org/10.1108/JWL-09-2024-0193

Publisher

:

Emerald Publishing Limited

Copyright © 2024, Emerald Publishing Limited

Related articles