Gamification in Work Teams: A Q Study on How Team Members Experience Gamification

Jerry Stolte, Lise A. van Oortmerssen*, Bé Albronda

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

Abstract

Gamification relates to the application of game elements in a non-game context. Recently, the concept receives increasing acknowledgement as a tool for achieving motivational or behavioural goals. The effects of gamification in education, on an individual level, have been the topic of academic research for some time. However, until now, only few academic studies have addressed the implementation of gamification in teams in organizational contexts. Using Q methodology, this study combines quantitative and qualitative data to explore how team members experience gamification in work teams. The results show two main perspectives on gamification in organizational work teams. The first perspective, described as the eager team gamer, is predominantly positive. It reveals an experience of increased enjoyment, collaboration, creativity, and productiveness among team members. The second perspective, labelled as the critical player, is much more demanding. It acknowledges the potential positive influences of gamification in certain contexts, but feels strongly about possible inappropriateness in serious tasks or environments, and is adverse towards competitive elements. The results of this Q study add to our understanding of how and why team members in organizations may variously perceive gamification of team tasks.
Original languageEnglish
Title of host publicationGames and Learning Alliance
Subtitle of host publication11th International Conference, GALA 2022, Tampere, Finland, November 30 – December 2, 2022, Proceedings
EditorsKristian Kiili, Koskinen Antti, Francesca de Rosa, Muhterem Dindar, Michael Kickmeier-Rust, Francesco Bellotti
PublisherSpringer, Cham
Pages279-287
Number of pages9
ISBN (Electronic)978-3-031-22124-8
ISBN (Print)978-3-031-22123-1
DOIs
Publication statusPublished - 23 Nov 2022
EventGames and learning Alliance conference - Tampere, Finland
Duration: 30 Nov 20222 Dec 2022
https://conf.seriousgamessociety.org/

Publication series

SeriesLecture Notes in Computer Science
Volume13647
ISSN0302-9743

Conference

ConferenceGames and learning Alliance conference
Abbreviated titleGALA 2022
Country/TerritoryFinland
CityTampere
Period30/11/222/12/22
Internet address

Keywords

  • Gamification
  • Q methodology
  • Teams

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