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  5. A best practice for gamification in large companies: An extensive study focusing inter-generational acceptance
 
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2024
Zweitveröffentlichung
Artikel
Verlagsversion

A best practice for gamification in large companies: An extensive study focusing inter-generational acceptance

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Hauptpublikation
s11042-023-16877-7.pdf
CC BY 4.0 International
Format: Adobe PDF
Size: 1.11 MB
TUDa URI
tuda/12421
URN
urn:nbn:de:tuda-tuprints-283286
DOI
10.26083/tuprints-00028328
Autor:innen
Caserman, Polona ORCID 0000-0002-3252-4533
Baumgartner, Kim Annabell
Göbel, Stefan ORCID 0000-0003-3651-8744
Korn, Oliver
Kurzbeschreibung (Abstract)

Gamification is increasingly successful in the field of education and health. However, beyond call-centers and applications in human resources, its utilization within companies remains limited. In this paper, we examine the acceptance of gamification in a large company (with over 17,000 employees) across three generations, namely X, Y, and Z. Furthermore, we investigate which gamification elements are suited for business contexts, such as the dissemination of company principles and facts, or the organization of work tasks. To this end, we conducted focus group discussions, developed the prototype of a gamified company app, and performed a large-scale evaluation with 367 company employees. The results reveal statistically significant intergenerational disparities in the acceptance of gamification: younger employees, especially those belonging to Generation Z, enjoy gamification more than older employees and are most likely to engage with a gamified app in the workplace. The results further show a nuanced range of preferences regarding gamification elements: avatars are popular among all generations, badges are predominantly appreciated by Generations Z and Y, while leaderboards are solely liked by Generation Z. Drawing upon these insights, we provide recommendations for future gamification projects within business contexts. We hope that the results of our study regarding the preferences of the gamification elements and understanding generational differences in acceptance and usage of gamification will help to create more engaging and effective apps, especially within the corporate landscape.

Freie Schlagworte

Gamification

Acceptance

Generations

Large-scale Evaluatio...

Sprache
Englisch
Fachbereich/-gebiet
18 Fachbereich Elektrotechnik und Informationstechnik > Serious Games
DDC
000 Allgemeines, Informatik, Informationswissenschaft > 004 Informatik
Institution
Universitäts- und Landesbibliothek Darmstadt
Ort
Darmstadt
Titel der Zeitschrift / Schriftenreihe
Multimedia Tools and Applications
Startseite
35175
Endseite
35195
Jahrgang der Zeitschrift
83
Heftnummer der Zeitschrift
12
ISSN
1573-7721
Verlag
Springer
Ort der Erstveröffentlichung
Dordrecht
Publikationsjahr der Erstveröffentlichung
2024
Verlags-DOI
10.1007/s11042-023-16877-7
PPN
532170601

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