Bachelorarbeit, 2014
30 Seiten, Note: 1,0
1 Introduction
1.1 Objectives of the Thesis
1.2 Structure of the Thesis
1.3 Theoretical Foundations
1.3.1 Gamification and Related Concepts
1.3.2 Flow
1.3.3 Motivation Theories
2 Methodology
3 Effects of Gamification Applications
3.1 Display Progression
3.2 Providing Feedback
3.3 Engaging Behavior
3.4 Overview and Discussion of Results
3.5 Preliminary Model for Gamification Effects
4 Conclusion
4.1 Limitations and Future Work
The primary objective of this thesis is to assess whether Gamification applications possess the actual potential to sustainably motivate and engage employees in a professional context, rather than being merely an inflated expectation.
3.1 Display Progression
The Gamification mechanics of the progression category, namely achievements, points and bonuses, leveling up and progression, aim at displaying the progress and advancement of users in the game.
Achievements are described as a “virtual or physical representation” or recognition of the efforts that a user has put forward to a certain desirable goal or objective (Byl, 2012; Hiltbrand & Burke, 2011). A series of tasks has to be completed, before the achievement is unlocked.
An empirical study by Grant & Betts (2013) focuses on the effects of a special form of achievements – badges – on Stack Overflow, a question and answer website. The authors observe that users spend significantly more time on the website in the months before a badge is awarded. Afterwards their activity level declines rapidly. These results indicate that the badges motivate users to actively participate in the site, though short term. The assumption is voiced that eventually users might alter their behavior in such a way that they solely work towards the completion of the next badge (Grant & Betts, 2013). Z. Li et al. (2012) find contrasting results regarding the same website. Their research shows that users contribute even more in the community after having achieved a badge. Astonishingly even negative badges have a positive effect on participation of users indicating a high motivational impact. The authors explain the findings with the assumption that badges initially foster extrinsic motivation, while eventually users contribute more due to intrinsic factors.
1 Introduction: Provides the context of Gamification in modern enterprises, defines the research objectives, and outlines the theoretical foundations regarding motivation and flow.
2 Methodology: Describes the systematic literature review approach used to gather and analyze sources concerning Gamification research.
3 Effects of Gamification Applications: Examines specific Gamification mechanics—including progression, feedback, and behavioral engagement—and discusses their observed effects on users.
4 Conclusion: Summarizes the findings, addresses the research question regarding sustainable motivation, and notes limitations while proposing future research directions.
Gamification, Motivation, Employee Engagement, Enterprise Software, Game Mechanics, Achievements, Points, Leaderboards, Flow Theory, User Experience, Performance, Behavioral Economics, Intrinsic Motivation, Extrinsic Rewards, Workplace Interaction
The work focuses on evaluating the effectiveness of Gamification applications in the workplace and whether these mechanics can sustainably increase employee motivation and engagement.
The main themes include the categorization of Gamification mechanics (in-game vs. in-person), their impact on user performance, and the psychological theories explaining why these mechanics function, such as flow and motivation theories.
The research aims to determine: Do Gamification applications have the potential to motivate and engage employees sustainably?
The author conducts a thorough literature review, following the approach proposed by Webster & Watson, to identify, analyze, and synthesize existing research on Gamification mechanics.
It classifies various mechanics (e.g., badges, points, leaderboards, community collaboration), analyzes their individual short-term and mid-term effects, and discusses these findings in the context of enterprise environments.
Key terms include Gamification, employee motivation, engagement, enterprise software, game mechanics, and behavioral impact.
The author distinguishes them by purpose: games are designed for pure entertainment and exist separate from reality, while Gamification aims to solve real-world, non-game problems by using game elements.
It refers to the phenomenon where the introduction and subsequent removal of extrinsic rewards (like points) can undermine intrinsic motivation, causing performance to drop significantly once the reward system is gone.
It provides a functional framework showing how different Gamification mechanics connect to psychological states like flow and enjoyment, ultimately influencing a user's perceived usefulness and intention to use a system.
The author concludes with caution, noting that Gamification is not a "cure-it-all" and requires a healthy balance between extrinsic rewards and intrinsic motivation to avoid being just a passing hype.
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