Call for Paper - January 2023 Edition
IJCA solicits original research papers for the January 2023 Edition. Last date of manuscript submission is December 20, 2022. Read More

Application of Gamification in Human Resource Management– an Empirical Research to Increase Employees’ Motivation and Productivity

Print
PDF
International Journal of Computer Applications
Foundation of Computer Science (FCS), NY, USA
Year of Publication: 2019
Authors:
Atif Ishaq, Muhammad Asghar Khan, Syed Mubashir Ali
10.5120/ijca2019919728

Atif Ishaq, Muhammad Asghar Khan and Syed Mubashir Ali. Application of Gamification in Human Resource Management– an Empirical Research to Increase Employees’ Motivation and Productivity. International Journal of Computer Applications 177(28):11-13, December 2019. BibTeX

@article{10.5120/ijca2019919728,
	author = {Atif Ishaq and Muhammad Asghar Khan and Syed Mubashir Ali},
	title = {Application of Gamification in Human Resource Management– an Empirical Research to Increase Employees’ Motivation and Productivity},
	journal = {International Journal of Computer Applications},
	issue_date = {December 2019},
	volume = {177},
	number = {28},
	month = {Dec},
	year = {2019},
	issn = {0975-8887},
	pages = {11-13},
	numpages = {3},
	url = {http://www.ijcaonline.org/archives/volume177/number28/31073-2019919728},
	doi = {10.5120/ijca2019919728},
	publisher = {Foundation of Computer Science (FCS), NY, USA},
	address = {New York, USA}
}

Abstract

During the last couple of years, the term Gamification has gain a lot of attention from both the academic researchers and business practitioners alike. Gamification is defined as the use of game design elements in non-game context. This research aims to explore the application of Gamification in improving employee’s productivity and motivation level. First a detailed literature review has been done to understand what Gamification is. Then an empirical research has been carried out to in order to examine how Gamification can be used to increase employees’ engagement and motivation. Later the paper discusses how to use Gamification tools and techniques to build high performance human resource.

References

  1. S. Deterding, M. Sicart, L. Nacke, K. O’Hara, and D. Dixon, “Gamification. using game-design elements in non-gaming contexts,” in CHI’11 extended abstracts on human factors in computing systems, 2011, pp. 2425–2428.
  2. J. Koivisto and J. Hamari, “The rise of motivational information systems: A review of gamification research,” Int. J. Inf. Manag., vol. 45, pp. 191–210, 2019.
  3. H. Bowden and G. Hellen, “A Data Driven, Segmentation Approach to Real World Travel Behaviour Change, Using Incentives and Gamification,” in Towards User-Centric Transport in Europe, Springer, 2019, pp. 173–182.
  4. B. Morschheuser, J. Hamari, and A. Maedche, “Cooperation or competition–when do people contribute more? A field experiment on gamification of crowdsourcing,” Int. J. Hum.-Comput. Stud., vol. 127, pp. 7–24, 2019.
  5. B. Huang, K. F. Hew, and C. K. Lo, “Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement,” Interact. Learn. Environ., vol. 27, no. 8, pp. 1106–1126, 2019.
  6. F. Oprescu, C. Jones, and M. Katsikitis, “I PLAY AT WORK—ten principles for transforming work processes through gamification,” Front. Psychol., vol. 5, p. 14, 2014.
  7. S. Deterding, “Gamification: designing for motivation,” interactions, vol. 19, no. 4, pp. 14–17, 2012.
  8. G. Inc, “Employee Engagement on the Rise in the U.S.,” Gallup.com, 26-Aug-2018. [Online]. Available: https://news.gallup.com/poll/241649/employee-engagement-rise.aspx. [Accessed: 22-Oct-2019].
  9. J. Hamari, J. Koivisto, and H. Sarsa, “Does Gamification Work? – A Literature Review of Empirical Studies on Gamification,” in 2014 47th Hawaii International Conference on System Sciences, 2014, pp. 3025–3034.
  10. S. Deterding, “Situated motivational affordances of game elements: A conceptual model,” in Gamification: Using game design elements in non-gaming contexts, a workshop at CHI, 2011.
  11. J. W. Rice, “The gamification of learning and instruction: Game-based methods and strategies for training and education,” Int. J. Gaming Comput.-Mediat. Simul., vol. 4, no. 4, 2012.
  12. J. Maan, “Social Business Transformation through Gamification,” Int. J. Manag. Inf. Technol., vol. 5, no. 3, p. 9, 2013.
  13. S. H. Stevens, “How gamification and behavior science can drive social change one employee at a time,” in International Conference of Design, User Experience, and Usability, 2013, pp. 597–601.
  14. S H.-C. Han, “Gamified pedagogy: From gaming theory to creating a self-motivated learning environment in studio art,” Stud. Art Educ., vol. 56, no. 3, pp. 257–267, 2015.

Keywords

Game design, Human resource management, Gamification, game theory