IDEAS home Printed from https://ideas.repec.org/a/mje/mjejnl/v14y2018i4p97-107.html
   My bibliography  Save this article

Employees Management: Evidence from Gamification Techniques

Author

Listed:
  • Saima Hussain
  • Sara Qazi
  • Rizwan Raheem Ahmed
  • Dalia Streimikiene
  • Jolita Vveinhardt

Abstract

The purpose of this paper is to find out the effect of Gamification on employee motivation, employee engagement, employee retention, employee loyalty and organizational commitment. We want to know this in order to check the viability of Gamification strategy for business development in Pakistan. Participants were 142 University students, who were working as well, we divided them into two groups, control group and Gamified group, we gave both groups pretest and post-test questionnaire. ANOVA and t-test were applied to pre-test and post-test data to analyze group difference and multivariate GLM model was applied to analyze the influence of gender and gamification preferences on employee related variables. The Gamification strategy used in the Gamified group was expected to influence the participants and increase their motivation, engagement, retention, loyalty and organizational commitment.

Suggested Citation

  • Saima Hussain & Sara Qazi & Rizwan Raheem Ahmed & Dalia Streimikiene & Jolita Vveinhardt, 2018. "Employees Management: Evidence from Gamification Techniques," Montenegrin Journal of Economics, Economic Laboratory for Transition Research (ELIT), vol. 14(4), pages 97-107.
  • Handle: RePEc:mje:mjejnl:v:14:y:2018:i:4:p:97-107
    as

    Download full text from publisher

    File URL: http://repec.mnje.com/mje/2018/v14-n04/mje_2018_v14-n04-a17.pdf
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Rajagopal, 2014. "The Human Factors," Palgrave Macmillan Books, in: Architecting Enterprise, chapter 9, pages 225-249, Palgrave Macmillan.
    2. Kai Huotari & Juho Hamari, 2017. "A definition for gamification: anchoring gamification in the service marketing literature," Electronic Markets, Springer;IIM University of St. Gallen, vol. 27(1), pages 21-31, February.
    3. Robson, Karen & Plangger, Kirk & Kietzmann, Jan H. & McCarthy, Ian & Pitt, Leyland, 2016. "Game on: Engaging customers and employees through gamification," Business Horizons, Elsevier, vol. 59(1), pages 29-36.
    4. Xu, Feifei & Buhalis, Dimitrios & Weber, Jessika, 2017. "Serious games and the gamification of tourism," Tourism Management, Elsevier, vol. 60(C), pages 244-256.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Feng, Wenting & Tu, Rungting & Hsieh, Peishan, 2020. "Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements," Journal of Retailing and Consumer Services, Elsevier, vol. 57(C).
    2. Xi, Nannan & Hamari, Juho, 2020. "Does gamification affect brand engagement and equity? A study in online brand communities," Journal of Business Research, Elsevier, vol. 109(C), pages 449-460.
    3. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
    4. Bitrián, Paula & Buil, Isabel & Catalán, Sara, 2021. "Enhancing user engagement: The role of gamification in mobile apps," Journal of Business Research, Elsevier, vol. 132(C), pages 170-185.
    5. Zhou, Fei & Lin, Youhai & Mou, Jian & Cohen, Jason & Chen, Sihua, 2023. "Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory," Technological Forecasting and Social Change, Elsevier, vol. 186(PB).
    6. João M. Lopes & Sofia Gomes & Ivo Rodrigues, 2024. "Playing the gamification and co-creation game: a bibliometric literature review," Management Review Quarterly, Springer, vol. 74(1), pages 353-376, February.
    7. Täuscher, Karl, 2017. "Leveraging collective intelligence: How to design and manage crowd-based business models," Business Horizons, Elsevier, vol. 60(2), pages 237-245.
    8. Li, Chia-Ying & Fang, Yu-Hui, 2020. "I searched, I collected, I experienced: Exploring how mobile augmented reality makes the players go," Journal of Retailing and Consumer Services, Elsevier, vol. 54(C).
    9. Changsok Yoo & Shinhye Kwon & Hyunsoo Na & Byenghee Chang, 2017. "Factors Affecting the Adoption of Gamified Smart Tourism Applications: An Integrative Approach," Sustainability, MDPI, vol. 9(12), pages 1-21, November.
    10. Mullins, Jeffrey K. & Sabherwal, Rajiv, 2020. "Gamification: A cognitive-emotional view," Journal of Business Research, Elsevier, vol. 106(C), pages 304-314.
    11. Wojciech Pizlo & Anna Mazurkiewicz-Pizlo, 2023. "Gamification - Use in Tourism Business Management," European Research Studies Journal, European Research Studies Journal, vol. 0(2), pages 390-409.
    12. Friedrich, Julia & Becker, Michael & Kramer, Frederik & Wirth, Markus & Schneider, Martin, 2020. "Incentive design and gamification for knowledge management," Journal of Business Research, Elsevier, vol. 106(C), pages 341-352.
    13. Xi, Nannan & Hamari, Juho, 2019. "Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction," International Journal of Information Management, Elsevier, vol. 46(C), pages 210-221.
    14. Eppmann, René & Bekk, Magdalena & Klein, Kristina, 2018. "Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]," Journal of Interactive Marketing, Elsevier, vol. 43(C), pages 98-115.
    15. Tu, Rungting & Hsieh, Peishan & Feng, Wenting, 2019. "Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities," Sport Management Review, Elsevier, vol. 22(5), pages 682-693.
    16. Högberg, Johan & Ramberg, Marcus Olsson & Gustafsson, Anders & Wästlund, Erik, 2019. "Creating brand engagement through in-store gamified customer experiences," Journal of Retailing and Consumer Services, Elsevier, vol. 50(C), pages 122-130.
    17. Abril, Carmen & Gimenez-Fernandez, Elena M. & Camacho-Miñano, María-del-Mar, 2024. "Using gamification to overcome innovation process challenges: A literature review and future agenda," Technovation, Elsevier, vol. 133(C).
    18. Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
    19. Wolf, Tobias & Weiger, Welf H. & Hammerschmidt, Maik, 2020. "Experiences that matter? The motivational experiences and business outcomes of gamified services," Journal of Business Research, Elsevier, vol. 106(C), pages 353-364.
    20. Ana Slavec & Nežka Sajinčič & Vesna Starman, 2021. "Use of Smartphone Cameras and Other Applications While Traveling to Sustain Outdoor Cultural Heritage," Sustainability, MDPI, vol. 13(13), pages 1-20, June.

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:mje:mjejnl:v:14:y:2018:i:4:p:97-107. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Nikola Draskovic Jelcic (email available below). General contact details of provider: http://www.mnje.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.