peyman akbari; hamze khastar; Yousef Vakili; Soltanali Shahriari
Abstract
The purpose of this study is to Conceptualization of Employees Engagement based on Gamification. In the "Gamification", in order to expand the Employees Engagement, the Choi model (2015) was used based on cognitive mapping. The model was also fully validated. In this study, the components of "Exhaustion", ...
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The purpose of this study is to Conceptualization of Employees Engagement based on Gamification. In the "Gamification", in order to expand the Employees Engagement, the Choi model (2015) was used based on cognitive mapping. The model was also fully validated. In this study, the components of "Exhaustion", "Ineffectiveness", "Cynicism" and "being known/ presented" were used as Employee Engagement. It continues with the help of 8 categories: "Epic Meaning", "Development and Accomplishment", "Empowerment of Creativity and Feedback", "Ownership", "Social Influence and Relatedness", "Scarcity and Impatience", "Curiosity and Unpredictability" and "Loss and Avoidance" Created in the form of four aspects of designing "Aesthetic", "Background story", "technology" and "elements" the implementation of Employee Engagement was based on Gamification. It was found that for each component of the Employee Engagement, conditions can be created from the game that can be increased, and also based on the research findings, the game process can be updated according to the employees' work situations. The results show that the motivational approach of Gamification can put employees in a situation that increases their motivation (internal and external).