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Gamification, motivation, and engagement at work: a qualitative multiple case study

Daniel Hank Miri (Graduate Program in Business Administration, University of Caxias do Sul (UCS), Caxias do Sul, Brazil)
Janaina Macke (Graduate Program in Business Administration, University of Caxias do Sul (UCS), Caxias do Sul, Brazil)

European Business Review

ISSN: 0955-534X

Article publication date: 10 July 2021

Issue publication date: 1 February 2022

2370

Abstract

Purpose

The purpose of this paper is to analyze how the application of gamification promotes employee motivation and engagement in the workplace. This study sought to identify gamification characteristics, examine motivation and engage at work to relate them to different game designs.

Design/methodology/approach

A qualitative exploratory study of multiple cases involving four companies located in Brazil’s southern region. These companies use gamification with their employees or companies whose business offers gamification solutions focused on people management.

Findings

This multiple case study presented aspects and different approaches to gamification and serious games. Of the four case studies, the Bravi Quiz application was the most satisfactory case because of its attractive design.

Research limitations/implications

The research instruments prioritized the topic of gamification with its tools and applicability. The themes of motivation and engagement at work have been addressed but need further research.

Practical implications

The planning and application of gamification with the appropriate score, feedback and rewards are necessary to promote motivation and engagement in the workplace. Gamification must be linked to its systems and processes on its excellent progress because it is taken in isolation; it does not increase engagement and motivation.

Originality/value

This is one of the few studies dealing with gamification in human resource management by involving developers/instructors, managers and employees/users and different companies’ tools. This study served as a comparison between the tools of gamification and serious games.

Keywords

Acknowledgements

This work is being supported by the University of Caxias do Sul (Universidade de Caxias do Sul – UCS), the National Council for Scientific and Technological Development (Conselho Nacional de Desenvolvimento Científico e Tecnológico – CNPq, scholarship PQ 303915/2019–6 and MCTIC 429195/2018–4), IMED Business School and the Coordination for the Improvement of Higher Education Personnel (Coordenação de Aperfeiçoamento do Pessoal de Nível Superior – Capes).

Citation

Miri, D.H. and Macke, J. (2022), "Gamification, motivation, and engagement at work: a qualitative multiple case study", European Business Review, Vol. 34 No. 2, pp. 263-276. https://doi.org/10.1108/EBR-04-2020-0106

Publisher

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Emerald Publishing Limited

Copyright © 2021, Emerald Publishing Limited

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