Playing at work : a study on a gamified workplace

Detalhes bibliográficos
Autor(a) principal: Silva, Madalena Silvestre Carvalho Ribeiro e
Data de Publicação: 2023
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.14/42131
Resumo: Employees are the most valuable capital in an organization (Beqiri, 2019). Prioritising employees’ psychological state is crucial because motivated, engaged, and satisfied employees place more effort in achieving the company’s goals (Beqiri, 2019). Consequently, the idea of making the workplace fun to enhance the job experience has emerged in the organizational context (Ford, McLaughlin, & Newstrom, 2003). More recently, the gamification has presented itself as a solution for this matter by increasing user’s engagement (Bitrián, Buil, & Catalán, 2021) and making work more fun (Vegt, et. al, 2015). This dissertation aims to explore the connection between the antecedents and consequents of using gamification in the workplace. Therefore, the objective of the current study is to create an integrative model that accounts for a variety of factors that influence the actual use of gamification apps. In particular, the testing model considers variables from the Self-Determination Theory (autonomy, competence, and relatedness) and the Technology Acceptance Model (perceived ease of use, perceived usefulness, and attitude towards use) as antecedents of the actual use of gamification, and job engagement (vigor, dedication and absortion) and organizational commitment (affective and continuance) as psychological outcomes. The participants included in this study were 120 employees at Grupo Ageas Portugal. Through the application of SPSS statistical tests (Correlation, Regression, and Mediation Analysis) it was concluded that the antecedents perceived ease of use, attitude towards use of gamification, and the need for relating with other people (relatedness) are good predictors of the actual use of a gamification app. The actual use of the gamification is a good predictor of the vigor, dedication (job engagement) and affective and calculative commitment. There is also an indirect relationship between the antecedent perceived ease of use and the consequences (Vigour, Dedication, Affective Commitment and Calculative Commitment), mediated by the actual use of gamification. To get the greatest results for the organization and their employees, businesses should carefully weigh the potential advantages and disadvantages of implementing gamification, as well as the variables that may influence its efficacy.
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spelling Playing at work : a study on a gamified workplaceGamificationTechnology acceptance modelSelf-determination theoryJob engagementOrganizational commitmentGamificaçãoModelo de aceitação tecnológicaTeoria da autodeterminçãoEnvolvimento no trabalhoCompromisso com a organizaçãoDomínio/Área Científica::Ciências Sociais::PsicologiaEmployees are the most valuable capital in an organization (Beqiri, 2019). Prioritising employees’ psychological state is crucial because motivated, engaged, and satisfied employees place more effort in achieving the company’s goals (Beqiri, 2019). Consequently, the idea of making the workplace fun to enhance the job experience has emerged in the organizational context (Ford, McLaughlin, & Newstrom, 2003). More recently, the gamification has presented itself as a solution for this matter by increasing user’s engagement (Bitrián, Buil, & Catalán, 2021) and making work more fun (Vegt, et. al, 2015). This dissertation aims to explore the connection between the antecedents and consequents of using gamification in the workplace. Therefore, the objective of the current study is to create an integrative model that accounts for a variety of factors that influence the actual use of gamification apps. In particular, the testing model considers variables from the Self-Determination Theory (autonomy, competence, and relatedness) and the Technology Acceptance Model (perceived ease of use, perceived usefulness, and attitude towards use) as antecedents of the actual use of gamification, and job engagement (vigor, dedication and absortion) and organizational commitment (affective and continuance) as psychological outcomes. The participants included in this study were 120 employees at Grupo Ageas Portugal. Through the application of SPSS statistical tests (Correlation, Regression, and Mediation Analysis) it was concluded that the antecedents perceived ease of use, attitude towards use of gamification, and the need for relating with other people (relatedness) are good predictors of the actual use of a gamification app. The actual use of the gamification is a good predictor of the vigor, dedication (job engagement) and affective and calculative commitment. There is also an indirect relationship between the antecedent perceived ease of use and the consequences (Vigour, Dedication, Affective Commitment and Calculative Commitment), mediated by the actual use of gamification. To get the greatest results for the organization and their employees, businesses should carefully weigh the potential advantages and disadvantages of implementing gamification, as well as the variables that may influence its efficacy.Os trabalhadores são o capital mais valioso de uma organização (Beqiri, 2019). Dar prioridade ao estado psicológico dos trabalhadores é crucial, porque aqueles que estão motivados, empenhados e satisfeitos esforçam-se mais para atingir os objectivos da empresa (Beqiri, 2019). Este foi o ponto de partida para tornar o local de trabalho divertido com a finalidade de melhorar a experiência profissional (Ford, McLaughlin, & Newstrom, 2003). A gamificação tem-se apresentado como uma solução para esta questão, aumentando o envolvimento dos utilizadores (Bitrián, Buil, & Catalán, 2021) e tornando o trabalho mais divertido (Vegt, et. al, 2015). Esta dissertação pretende explorar a relação entre um conjunto de antecedentes e consequentes da utilização da gamificação no local de trabalho. Por conseguinte, o objectivo é criar um modelo integrativo que tenha em conta uma variedade de factores que influenciam a utilização real de aplicações de gamificação. Em particular, o modelo de teste considera variáveis da Teoria da Autodeterminação (autonomia, competência e relacionamento) e do Modelo de Aceitação de Tecnologia (facilidade de uso percebida, utilidade percebida e atitude em relação ao uso) como antecedentes do uso real da gamificação, e o envolvimento no trabalho (vigor, dedicação e absorção) e o compromisso organizacional (afectivo e contínuo) como resultados psicológicos. Os participantes incluídos neste estudo foram 120 colaboradores do Grupo Ageas Portugal. Através da aplicação de testes estatísticos SPSS (Correlação, Regressão e Análise de Mediação), concluiu-se que os antecedentes relativos à facilidade de utilização percebida, atitude face à utilização da gamificação e necessidade de se relacionar com outras pessoas são bons preditores da utilização efectiva de uma aplicação de gamificação. A utilização efectiva da gamificação é um bom preditor do vigor, da dedicação (envolvimento no trabalho) e do empenho afectivo e calculativo. Existe também uma relação indirecta entre o antecedente facilidade de utilização percebida e as consequências (Vigor, Dedicação, Compromisso Afectivo e Compromisso Calculativo), mediada pela utilização efectiva da gamificação. Para obter os melhores resultados para a organização e seus colaboradores, as empresas devem ponderar cuidadosamente as potenciais vantagens e desvantagens da implementação da gamificação, bem como as variáveis que podem influenciar a sua eficácia.Pinto, Joana Cristina Novais CarneiroVeritati - Repositório Institucional da Universidade Católica PortuguesaSilva, Madalena Silvestre Carvalho Ribeiro e2023-06-212023-062024-06-05T00:00:00Z2023-06-21T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.14/42131TID:203345100enginfo:eu-repo/semantics/embargoedAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-09-12T01:39:22Zoai:repositorio.ucp.pt:10400.14/42131Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T20:28:53.164050Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Playing at work : a study on a gamified workplace
title Playing at work : a study on a gamified workplace
spellingShingle Playing at work : a study on a gamified workplace
Silva, Madalena Silvestre Carvalho Ribeiro e
Gamification
Technology acceptance model
Self-determination theory
Job engagement
Organizational commitment
Gamificação
Modelo de aceitação tecnológica
Teoria da autodeterminção
Envolvimento no trabalho
Compromisso com a organização
Domínio/Área Científica::Ciências Sociais::Psicologia
title_short Playing at work : a study on a gamified workplace
title_full Playing at work : a study on a gamified workplace
title_fullStr Playing at work : a study on a gamified workplace
title_full_unstemmed Playing at work : a study on a gamified workplace
title_sort Playing at work : a study on a gamified workplace
author Silva, Madalena Silvestre Carvalho Ribeiro e
author_facet Silva, Madalena Silvestre Carvalho Ribeiro e
author_role author
dc.contributor.none.fl_str_mv Pinto, Joana Cristina Novais Carneiro
Veritati - Repositório Institucional da Universidade Católica Portuguesa
dc.contributor.author.fl_str_mv Silva, Madalena Silvestre Carvalho Ribeiro e
dc.subject.por.fl_str_mv Gamification
Technology acceptance model
Self-determination theory
Job engagement
Organizational commitment
Gamificação
Modelo de aceitação tecnológica
Teoria da autodeterminção
Envolvimento no trabalho
Compromisso com a organização
Domínio/Área Científica::Ciências Sociais::Psicologia
topic Gamification
Technology acceptance model
Self-determination theory
Job engagement
Organizational commitment
Gamificação
Modelo de aceitação tecnológica
Teoria da autodeterminção
Envolvimento no trabalho
Compromisso com a organização
Domínio/Área Científica::Ciências Sociais::Psicologia
description Employees are the most valuable capital in an organization (Beqiri, 2019). Prioritising employees’ psychological state is crucial because motivated, engaged, and satisfied employees place more effort in achieving the company’s goals (Beqiri, 2019). Consequently, the idea of making the workplace fun to enhance the job experience has emerged in the organizational context (Ford, McLaughlin, & Newstrom, 2003). More recently, the gamification has presented itself as a solution for this matter by increasing user’s engagement (Bitrián, Buil, & Catalán, 2021) and making work more fun (Vegt, et. al, 2015). This dissertation aims to explore the connection between the antecedents and consequents of using gamification in the workplace. Therefore, the objective of the current study is to create an integrative model that accounts for a variety of factors that influence the actual use of gamification apps. In particular, the testing model considers variables from the Self-Determination Theory (autonomy, competence, and relatedness) and the Technology Acceptance Model (perceived ease of use, perceived usefulness, and attitude towards use) as antecedents of the actual use of gamification, and job engagement (vigor, dedication and absortion) and organizational commitment (affective and continuance) as psychological outcomes. The participants included in this study were 120 employees at Grupo Ageas Portugal. Through the application of SPSS statistical tests (Correlation, Regression, and Mediation Analysis) it was concluded that the antecedents perceived ease of use, attitude towards use of gamification, and the need for relating with other people (relatedness) are good predictors of the actual use of a gamification app. The actual use of the gamification is a good predictor of the vigor, dedication (job engagement) and affective and calculative commitment. There is also an indirect relationship between the antecedent perceived ease of use and the consequences (Vigour, Dedication, Affective Commitment and Calculative Commitment), mediated by the actual use of gamification. To get the greatest results for the organization and their employees, businesses should carefully weigh the potential advantages and disadvantages of implementing gamification, as well as the variables that may influence its efficacy.
publishDate 2023
dc.date.none.fl_str_mv 2023-06-21
2023-06
2023-06-21T00:00:00Z
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