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The Role of Gamification Research in Human Resource Management: A PRISMA Analysis and Future Research Direction

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  • Sattwik Mohanty
  • Prabu Christopher B

Abstract

Gamification, which involves incorporating game-like elements in non-game contexts, has quickly become one of the most popular persuasive technologies. Its goal is to encourage users to change their behavior for the better. However, it still has empirical and theoretical challenges to overcome to show the benefits of its use and solidify the guiding principles for effective gamification designs. The goal of the current study is to synthesize and intellectualize, through a systematic literature review (SLR), the current state of gamification knowledge in human resource management, providing a road map for future research recommendations for both academician and practitioners The review examines the most influential writing on the application of gamification to association settings, portrays the fundamental concepts of gamification, and develops based on an effective writing survey of insightful articles available in the Scopus and Web of Science information bases. The study uses a systematic quantitative approach to review the evidence for the use of gamification in Human Resources management, focusing on the pertinent literature on gamification in organizations. The authors examined 244 papers published between 2013 and 2022 using the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) technique. One of the major goals of the study’s findings is to illustrate the value of gamification in the human resources field in relation to the analysis of employee performance, employee engagement, and training and development. These results suggest that there is more opportunity for research into the elements of gamification, which may be relate to knowledge retention, learning outcomes, learning motivation, employee efficacy, and employee productivity.

Suggested Citation

  • Sattwik Mohanty & Prabu Christopher B, 2024. "The Role of Gamification Research in Human Resource Management: A PRISMA Analysis and Future Research Direction," SAGE Open, , vol. 14(2), pages 21582440241, April.
  • Handle: RePEc:sae:sagope:v:14:y:2024:i:2:p:21582440241243154
    DOI: 10.1177/21582440241243154
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    References listed on IDEAS

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    1. Araújo, José & Pestana, Gabriel, 2017. "A framework for social well-being and skills management at the workplace," International Journal of Information Management, Elsevier, vol. 37(6), pages 718-725.
    2. Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
    3. Toda, Armando M. & do Carmo, Ricardo M.C. & da Silva, Alan P. & Bittencourt, Ig I. & Isotani, Seiji, 2019. "An approach for planning and deploying gamification concepts with social networks within educational contexts," International Journal of Information Management, Elsevier, vol. 46(C), pages 294-303.
    4. Hamari, Juho & Koivisto, Jonna, 2015. "Why do people use gamification services?," International Journal of Information Management, Elsevier, vol. 35(4), pages 419-431.
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