2022
DOI: 10.1016/j.ijresmar.2022.03.002
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All that glitters is not gold: An investigation into the undesired effects of gamification and how to mitigate them through gamification design

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Cited by 19 publications
(8 citation statements)
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“…Moreover, managers could give immediate feedback to employees not only for the completion of a game element but also for the quality of contributions, which fosters deliberate, playful and enjoyable experiences (Patrício et al, 2018). Similarly, adding information to the game element that is meaningful to the employees, such as disclosing the overall objective of the gamified competition, helps managers achieve a gameful experience (Bekk et al, 2022; Hammedi et al, 2021). Managers could also stress the social character elements of gamified competition by implementing discussion forums to enable team‐internal collaboration.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Moreover, managers could give immediate feedback to employees not only for the completion of a game element but also for the quality of contributions, which fosters deliberate, playful and enjoyable experiences (Patrício et al, 2018). Similarly, adding information to the game element that is meaningful to the employees, such as disclosing the overall objective of the gamified competition, helps managers achieve a gameful experience (Bekk et al, 2022; Hammedi et al, 2021). Managers could also stress the social character elements of gamified competition by implementing discussion forums to enable team‐internal collaboration.…”
Section: Discussionmentioning
confidence: 99%
“…However, if not adopted carefully, gamification can also lead to negative outcomes, such as reducing employees' well‐being (Hammedi et al, 2021), which inhibits employees' creativity and innovation processes (e.g., Huhtala & Parzefall, 2007; Roskes, 2015) and potentially affects their perception of the company culture. Managers thus need to be aware of the possible downsides of gamification and include meaningful information or disclose the distraction potential of game elements, as these design elements help avoid the potentially detrimental effects of gamification (Bekk et al, 2022).…”
Section: Discussionmentioning
confidence: 99%
“…In line with previous studies examining gamified interactions (Bekk et al, 2022; Berger et al, 2018), we adopted a multistage approach involving a sequence of stimuli for data collection. This methodological choice allowed us to draw causal inferences and gain insights into the mediating role of engagement, specifically as a psychological process that elaborates the impact of motivations on purchase behavior.…”
Section: Study 1: Identifying the Optimal Path From Motivations To Pu...mentioning
confidence: 99%
“…Accordingly, gamification activates intrinsic motivations—competence, autonomy, and relatedness—by integrating features commonly used in games into regular activities, making them fun and engaging (e.g., Feng, Tu and Hsieh 2020; Hwang and Choi 2020; Leclercq et al 2018; Wolf et al 2020). Customers who experience gamified interactions have reasons to continue their activities and use related digital platforms and technologies (e.g., Bekk, Eppmann, Klein, and Volckner 2022; Mulcahy, Russell-Bennett, and Iacobucci 2020).…”
Section: Theoretical Backgroundmentioning
confidence: 99%