| Literature DB >> 36160676 |
Franz Coelho1, Ana Maria Abreu1,2.
Abstract
Entertainment games have traditionally been articulated as leisure. However, they have also been used in the work context, in the form of serious games or gamification. In this qualitative research, we aimed to investigate the purpose of games used in the work context. To accomplish this, we conducted six semi-structured interviews and analyzed the discourses of the heads of the companies that produce serious games or gamification projects for work environments. Based on these statements, we assessed the views of the work context, the workers, and the projects the companies produce. We found that games have acquired different purposes, such as employee control to increase organizational results or enhance workers' happiness and wellbeing. Although these purposes seemed to stand out in all the analyzed speeches, several other different purposes emerged, according to the conditions of entry into the market and the type of projects produced. © Association for Educational Communications & Technology 2022, Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.Entities:
Keywords: Corporate education; Employee control; Gamification; Serious games; Technology; Wellbeing
Year: 2022 PMID: 36160676 PMCID: PMC9483275 DOI: 10.1007/s11528-022-00776-z
Source DB: PubMed Journal: TechTrends ISSN: 1559-7075
Fig. 1Qualitative methodology
Company demographic characteristics
| Company | Foundation | Type of project | Observation |
|---|---|---|---|
| A | 1997 | Digital | Started to work with projects only after 2012 due to the birth of gamification |
| B | 1999 | Analog | Started to work with projects since 1999 |
| C | 2001 | Digital | Started to work with projects since 2001 |
| D | 2001 | Digital | Started to work with projects since 2001 |
| E | 2003 | Analog | Started to work with projects only after 2012 due to the birth of gamification |
| F | 2013 | Digital | Started to work with projects since 2013 due to the birth of gamification |
Fig. 2Interview script
Fig. 3Slot constitution in function of the different variables of interest
Fig. 4The major themes
Fig. 5Major theme: The work context
Major themes of the work context: Slot analysis
| Themes | Recruitment and integration | Excitement and control | Focus and concentration | ||||
|---|---|---|---|---|---|---|---|
| Codes | Training | Adherence | Engagement | Control | Joy | Happiness | Focus |
| Slot 1 | X | X | X | X | |||
| Slot 2 | X | X | X | X | X | ||
| Slot 3 | X | X | X | ||||
| Slot 4 | X | X | X | X | X | ||
Fig. 6Major theme: The workers
Major theme of the workers: Slot analysis
| Themes | The humanized worker | Generations | Subjectivity and interest | |||
|---|---|---|---|---|---|---|
| Codes | People | Young | All ages | Defocused and uninterested | Unhappy | Disloyal |
| Slot 1 | X | X | X | |||
| Slot 2 | X | X | X | X | ||
| Slot 3 | X | X | X | |||
| Slot 4 | X | X | X | X | X | |
Fig. 7Major theme: The projects
Major theme of the projects: Slot analysis
| Themes | Setting | Ludic | Incentive | Competition | |||
|---|---|---|---|---|---|---|---|
| Codes | Objectives and rules | Autonomy | Fun | Playful | Rewards and prizes | Feedbacks | Challenges and recognition |
| Group 1 | X | X | |||||
| Group 2 | X | X | X | ||||
| Group 3 | X | X | X | X | |||
| Group 4 | X | X | X | X | X | X | |
Fig. 8Graphical representation of slot 1 discourse
Fig. 9Graphical representation of slot 2 discourse
Fig. 10Graphical representation of slot 3 discourse
Fig. 11Graphical representation of slot 4 discourse