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Sustainable Gamification: Integrating User Type Model with Continuous Improvement of Process Cycles

In: Gamification and Global Business Management Mapping the Future

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  • Sattwik Mohanty

Abstract

In today’s fast-changing world of business, companies are continuously searching for fresh measures to engage their employees better, become more effective, and ensure lasting development. One such measure which has recently gained popularity is gamification, a process of applying game design principles to real-world situations. However, for effective and long-lasting gamification programs, they need to be well integrated with existing business processes such as the Plan–Do–Check–Act (PDCA) cycle of continuous improvement. This chapter examines the concept of sustainable gamification by investigating how user type models (Philanthropist, Achiever, Socializer, Free Spirit, Player, Disruptor) intersect with the PDCA cycle. Drawing on insights from gamification theory and continuous improvement methodologies enables organizations to develop strategies that not only boost employee engagement but also drive motivation for overall success in their business activities. By using practical examples, this chapter will provide useful tips for designing, executing, and maintaining gamification programs within the PDCA cycle structure. Each step in the PDCA cycle — starting from setting clear objectives to understanding user motivations through assessing performance and then fixing “game mechanics” — is methodically analyzed, offering practical implications and example strategies for optimal gamification practices. It is through this kind of holistic approach that an organization can mix gamified principles with an element of continuous improvement, which will go a long way in unlocking the staff’s energies to contribute to sustainable development. The concept of “sustainable gamification” Gamified system for business executives, leaders, and professionals who want to achieve lasting success using gamification.

Suggested Citation

  • Sattwik Mohanty, 2025. "Sustainable Gamification: Integrating User Type Model with Continuous Improvement of Process Cycles," World Scientific Book Chapters, in: Abhishek Behl & Brinda Sampat & Vijay Pereira (ed.), Gamification and Global Business Management Mapping the Future, chapter 9, pages 199-227, World Scientific Publishing Co. Pte. Ltd..
  • Handle: RePEc:wsi:wschap:9789819801541_0009
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    Keywords

    Gamification; Dark Side; Ethics; Privacy; Health; Consumer Behaviour; Fintech;
    All these keywords.

    JEL classification:

    • D23 - Microeconomics - - Production and Organizations - - - Organizational Behavior; Transaction Costs; Property Rights
    • M1 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Administration
    • O3 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights

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