| Literature DB >> 24523704 |
Florin Oprescu1, Christian Jones2, Mary Katsikitis2.
Abstract
Gamified workplaces could be a positive and innovative solution to addressing contemporary problems in organizations. Such problems include high levels of stress, reduced sense of community, reduced loyalty and rapid changes in the workforce. To better prepare organizations for the future it may be helpful to identify and understand the potential advantages, disadvantages and areas for future research in relationship to the use of gamification for personal and organizational wellbeing. An analysis of research literature across disciplines in combination with expert opinion identified gamified workplaces as a promising strategy for promoting wellbeing. Furthermore, this paper proposes a set of 10 principles (I PLAY AT WORK) that may support gamification efforts. In addition to the value of mapping the present for the benefit of the future, there is also considerable value in reshaping core ideas related to the workplaces. Gamified workplaces can provide opportunities for a more vigorous and strategic inter-disciplinary research agenda that can stimulate investments in the area.Entities:
Keywords: gamification; gamified systems; gamified workplaces; organizational and personal wellbeing; play; redesign of work processes; wellbeing
Year: 2014 PMID: 24523704 PMCID: PMC3906598 DOI: 10.3389/fpsyg.2014.00014
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
| 1. | I Orientation | Gamified processes place the user (employee) at the center of the experience | Operant conditioning, locus of control, self-efficacy | Increased engagement, sense of control and self-efficacy |
| 2. | Persuasive elements | Gamified processes include persuasive elements based on sound psychological and behavioral theories | Theory of planned behavior, stages of change theory, uncertainty management | Adoption of new initiatives Increased satisfaction with internal communication |
| 3. | Learning orientation | Focus on knowledge acquisition, skill development, motivational outcomes or behavior change | Theory of planned behavior, self-efficacy, experiential learning | Development of personal and organizational capabilities and resources |
| 4. | Achievement based rewards | Focus on a justifiable and predictable return on investment | Theory of planned behavior, experiential learning | Increased personal satisfaction and employee retention |
| 5. | Y Generation adaptable | Generation Y is the fastest growing segment of the workforce and they are looking for work experiences that are supportive, fun and engaging | Hierarchy of needs, psychogenic needs | Employee acquisition and retention |
| 6. | Amusement factors | Inclusion of humor, play and fun elements as part of the work processes | Psychogenic needs, social learning theory | Increased personal satisfaction and enhanced wellbeing |
| 7. | Transformative | Use of a balanced and attractive combination of competition and collaboration in order to transform existing work processes within an organization | Leadership theories, team building | Enhanced productivity |
| 8. | Wellbeing oriented | Focus on personal and organizational wellbeing | Organizational behavior, self-competence | Enhanced personal and organizational wellbeing |
| 9. | Research generating | Collaborative research efforts must be encouraged to justify future investments in the area | Organizational needs assessment and evaluation | Enhanced monitoring and decision making |
| 10. | Knowledge-based | Based on knowledge, either as an outcome or as feedback | Organizational training, adult learning | Development of personal and organizational capabilities and resources |