2020
DOI: 10.1080/0960085x.2020.1780963
|View full text |Cite
|
Sign up to set email alerts
|

From Elements to Structures: An Agenda for Organisational Gamification

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
2

Citation Types

1
14
0
2

Year Published

2021
2021
2024
2024

Publication Types

Select...
7
1

Relationship

0
8

Authors

Journals

citations
Cited by 21 publications
(17 citation statements)
references
References 106 publications
1
14
0
2
Order By: Relevance
“…First, we reconcile mixed results from prior literature on gamification observed by several scholars (e.g. Höllig et al, 2020; Khan et al, 2020; Mullins and Sabherwal, 2020). We contribute to recent research by arguing that the efficiency of gamification is conditioned by the ability of such a strategy to induce uncertainty-to-win (Leclercq et al, 2018, 2020a).…”
Section: Introductionsupporting
confidence: 82%
See 1 more Smart Citation
“…First, we reconcile mixed results from prior literature on gamification observed by several scholars (e.g. Höllig et al, 2020; Khan et al, 2020; Mullins and Sabherwal, 2020). We contribute to recent research by arguing that the efficiency of gamification is conditioned by the ability of such a strategy to induce uncertainty-to-win (Leclercq et al, 2018, 2020a).…”
Section: Introductionsupporting
confidence: 82%
“…Indeed, prior studies report mixed results, revealing a limited understanding of the conditions when this strategy works (e.g. Khan et al, 2020; Mullins and Sabherwal, 2020; Wolf et al, 2020). Self-Determination Theory has become one of the dominant perspectives explaining the efficiency of gamification mechanisms motivating people’s behaviors by making an activity fun and entertaining (e.g.…”
Section: Theoretical Contributionsmentioning
confidence: 99%
“…En effet, les études antérieures rapportent des résultats divergents, preuve d’une compréhension limitée des conditions dans lesquelles cette stratégie fonctionne (ex. Khan et al, 2020 ; Mullins et Sabherwal, 2020 ; Wolf et al, 2020). Dans ce cadre, la théorie de l’auto-détermination est devenue l’une des approches dominantes pour expliquer comment les mécanismes de gamification sur la motivation des personnes à adopter certains comportements tout en rendant l’activité « fun » et divertissante (ex.…”
Section: Contributions Théoriquesunclassified
“…Premièrement, nous réconcilions des résultats divergents de la littérature académique sur la gamification (ex. Höllig et al, 2020 ; Khan et al, 2020 ; Mullins et Sabherwal, 2020). Nous contribuons aux récents travaux sur le sujet en suggérant que l’efficacité de la gamification est conditionnée par la capacité de cette stratégie à induire de l’incertitude concernant le fait de gagner (Leclercq et al, 2018 ; 2020a).…”
Section: Introductionunclassified
“…As gamification has permeated the realms of organizational strategy and performance, ethical concerns pertaining to the manipulation and exploitation of user behavior in favor of the firm have become a matter of debate (Kim and Werbach 2016; Thorpe and Roper 2019). Furthermore, the effects of gamification on individual performance across varying domains and user attributes seem to yield mixed results, ranging from positive to neutral and, in some cases, counterproductive (Khan et al 2020; Landers 2019). In response to these concerns, Huotari and Hamari (2017, p. 25) revise the definition of gamification as “a process of enhancing a service with affordances for gameful experiences in order to support users’ overall value creation.” This definition highlights two key characteristics of gamification: (1) game mechanics integration (i.e., combining game elements based on user resources and motivations to create affordances for a gameful experience) and (2) the creation of user value from a gamified service.…”
Section: Introductionmentioning
confidence: 99%