Submitted:
31 December 2023
Posted:
02 January 2024
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Abstract
Keywords:
Introduction
Background
- More Motivation: Gamification helps create a pleasant and “fun” atmosphere, increasing motivation and productivity, while elements of competition push employees to give 100% in order to fulfill the psychological need for success, recognition and self-esteem.
- Greater Employee Engagement: Due to its playful and fun nature, employees show excellent participation consistency, thus greater engagement in the goals of the program and, ultimately, the company.
- Better performance management: Thanks to badges, points, rankings, etc., gamification helps to recognize the efforts of employees, as well as to keep track of the achievement of the goals set, while allowing performance evaluation both between them as well as in terms of the desired result.
- More efficient time management: Either directly, due to the specifications applied by the program itself, or indirectly, through greater motivation and willingness, gamification helps employees manage their time better, and thus be more efficient.
- Takes learning to the next level: Through gamification, employees not only learn in a fun way, but above all, carry out the training at their own pace, thus not only increasing the degree of assimilation of new knowledge and capabilities, but and the possibility of their application in working life.
Method
- Think long term: Regardless of the area in which gamification will be applied, it is important to have a broader plan, since “bad things don’t take long to happen”. Given that some people are very competitive, any hasty moves can lead to opposite of the desired results. Therefore, the company must ensure that the program it implements meets the needs of its employees in order to find long-term implementation and success.
- Don’t exaggerate the rewards: The most effective programs are those that are not based on big and impressive rewards, but on the competition itself. Besides, the existence of excessive rewards on the one hand creates the wrong incentives, with employees doing everything to win, and on the other hand, they greatly increase the cost of the whole process.
- To ensure equal opportunities: The success of the program requires that all participants know exactly the process followed, that is, they know how it works, what the goal is and how they can achieve it. This public disclosure helps ensure that everyone is able to participate, regardless of who the final winner is.
- Don’t just reward the “winner”: It would be appropriate to take into account, to some extent, the overall participation as gamification is directly related to the group. Clearly, the company must reward the “winner”. However, it is vital that there is recognition for the other participants as well, otherwise there is a risk of losing their positive mood and motivation towards the process.
- Be creative with rewards: Typically, material and other types of rewards that are not directly related to the work context are not as effective. Rather, it is the rewards associated with professional recognition and advancement that drive results. Furthermore, such rewards strengthen the connection between the gamification program and the business as a whole, while having low and/or no cost.
- Utilization of Social Media and Mobile Apps: The use of gamification through social media and mobile applications is an increasingly emerging practice, since it offers comfort and easy access. In addition, this practice also helps to increase the engagement of the participants, with many small businesses turning to the logic of Bring Your Own Device, i.e. mobilizing their employees to choose and bring the device they want, and which is easier for them to use.
- Introduction of Virtual Reality: The technological evolution that exists allows gamification to be over-themed with elements of Virtual Reality (VR) as well as Augmented Reality (AR), which enrich the experience provided, resulting in greater focus, motivation and will to succeed of the players, while 360° technology is used for spherical visualization, thus also contributing to realism.
- Personalization: As in many other areas, in gamification there cannot be a universal, general solution that meets all needs without exception. Therefore, its application is shaped based not simply on the demands of the company, but on the “rhythms” and experience of the individuals. For example, a worker who is familiar not only with new technological achievements but also with modern video games is likely to be much more receptive to gamification. It is noted, of course, that Virtual Reality also helps with personalization.
- Recording the results with qualitative criteria: The recording and analysis of the results of each effort is one of the essential elements to the success of an organization and the same, of course, applies to gamification. Until recently, measuring and analyzing the success of gamification was quite complicated (Hassanzadeh, 2012) and was mainly based on quantitative data, such as the number of clicks, interactions, hours of use of the application, etc. However, due to the technological progress, there is the possibility for more qualitative approaches by recording, for example, the number of attempts, error rates, etc. In short, it is now possible for companies to set clear goals for gamification and analyze the success of gamification in many ways.
- Focus on emotions and meaning: The effort made mainly concerns the creation of an environment, which, among others, will allow the creation of emotions through the gamification process. This is because workers today are tired of excessive competition and are looking for something more. Therefore, gamification focuses, little by little, on creating an experience that not only helps to achieve a wider goal, but also on giving a more general meaning, while also contributing to an overall change in behavior and even attitude to life.
- Voice function: Various devices equipped with voice function are coming to the fore today at a rapid pace. This fact also directly affects gamification, which uses this technology to ensure a more direct interaction and feedback. Voice-only operation can also save time and simplify the whole process even more.
Outcomes
- Missions and Levels: Learners take on “missions” that represent various courses or tasks. As they progress, they level up, get rewarded and face more advanced challenges.
- Ratings and Awards: Learners earn points for each success. There are awards and recognition for achievements and efforts.
- Real Time Analytics: Learners have the opportunity to learn with real data.
- Social Networking: Ability to cooperate and compete among many. Learners can see their progress compared to others.
Discussion
References
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