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Article
Publication date: 15 November 2024

Sattwik Mohanty and B. Prabu Christopher

This paper aims to examine the effect of gamification training on employee task performance within the context of intellectual, social and affective (ISA) employee engagement in…

Abstract

Purpose

This paper aims to examine the effect of gamification training on employee task performance within the context of intellectual, social and affective (ISA) employee engagement in India. The use of gamification in training as a possible precursor to increased employee engagement is a fascinating research topic, especially as employee engagement is becoming an increasingly important factor in workplace success.

Design/methodology/approach

To achieve the aim of this study, 300 responses were obtained from employees in an Indian company using online surveys to quantitatively assess levels of employee engagement and task performance. Statistical tests like SPSS 20.0 and Smart PLS 3.0 were run on the collected data to see if gamification training led to significantly higher levels of employee engagement and if this engagement had an effect on task performance.

Findings

Result tells that social and affective engagement mediates the relationship between gamification training and employee task performance in gamification-using organisations, relative to intellectual engagement. As social and affective engagement has considerable positive effects on employee job performance and gamification training, gamification training is a critical approach for organisations to implement to increase employee engagement and, consequently, performance.

Originality/value

Using an innovative variable of employee engagement – specifically, ISA employee engagement – the authors have sought to establish a mediating link between gamification and employee task performance. Therefore, the study’s designs have practical value for organisations because they incorporate the ISA engagement scale into a game-based learning environment.

Details

Industrial and Commercial Training, vol. 57 no. 1
Type: Research Article
ISSN: 0019-7858

Keywords

Article
Publication date: 26 April 2023

Sattwik Mohanty and B. Prabu Christopher

This paper aims to examine how gamification components affect training outcomes through intrinsic or extrinsic motivation (IM and EM), drawing on the self-determination motivation…

1021

Abstract

Purpose

This paper aims to examine how gamification components affect training outcomes through intrinsic or extrinsic motivation (IM and EM), drawing on the self-determination motivation theory.

Design/methodology/approach

In this study, survey method has been used to analyse the hypotheses and objective of the research. A total of 260 surveys were received through the web-based stage and 260 surveys were legitimate. The data in this study was investigated using SPSS version 20.0 and Smart-PLS version 3.0 software.

Findings

The findings represent how IM intervenes in gamification parts of training outcomes. Apart from the indirect effect, this study also shows the immediate effect of experience point and progress bar affecting IM and EM. This study shows that the immediate effect of IM has a positive impact on training outcomes, however there is an adverse consequence in the event of EM on training outcomes as well as there is no intervening or mediating impact.

Originality/value

In this study, the authors offer novel research that might aid businesses in identifying the most important aspects of gamification for the relevant personnel. There is a substantial correlation between gamification and employee engagement that was previously focused on. With particular emphasis on the progress bar and experience point, the authors have demonstrated a connection between IM and EM through the use of gamification elements, paving the way for businesses to place a greater emphasis on intrinsic drive-in gamification systems intended to enhance employee training.

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