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<ArticleSet>
<Article>
<Journal>
				<PublisherName>Payame Noor University</PublisherName>
				<JournalTitle>Public Organizations Management</JournalTitle>
				<Issn>2322-522X</Issn>
				<Volume>8</Volume>
				<Issue>4</Issue>
				<PubDate PubStatus="epublish">
					<Year>2020</Year>
					<Month>06</Month>
					<Day>21</Day>
				</PubDate>
			</Journal>
<ArticleTitle>A Conceptualization of Employee Engagement Based on Gamification</ArticleTitle>
<VernacularTitle>A Conceptualization of Employee Engagement Based on Gamification</VernacularTitle>
			<FirstPage>109</FirstPage>
			<LastPage>136</LastPage>
			<ELocationID EIdType="pii">6857</ELocationID>
			
<ELocationID EIdType="doi">10.30473/ipom.2020.50502.3946</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>Peyman</FirstName>
					<LastName>Akbari</LastName>
<Affiliation>Ph.D Candidate, Department of Human Resource Management, Kharazmi University, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>Hamze</FirstName>
					<LastName>Khastar</LastName>
<Affiliation>Assistant Professor, Department of Human Resource Management and Business Administration, Kharazmi University, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>Yousef</FirstName>
					<LastName>Vakili</LastName>
<Affiliation>Assistant Professor, Resource Management and Business dministration,  Kharazmi University, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>Soltanali</FirstName>
					<LastName>Shahriari</LastName>
<Affiliation>Assistant Professor, Department of Human Resource Management and Business Administration, Kharazmi University, Tehran, Iran.</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2019</Year>
					<Month>12</Month>
					<Day>25</Day>
				</PubDate>
			</History>
		<Abstract>The purpose of this study is to Conceptualization of Employees Engagement based on Gamification. In the &quot;Gamification&quot;, 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 &quot;Exhaustion&quot;, &quot;Ineffectiveness&quot;, &quot;Cynicism&quot; and &quot;being known/ presented&quot; were used as Employee Engagement. It continues with the help of 8 categories: &quot;Epic Meaning&quot;, &quot;Development and Accomplishment&quot;, &quot;Empowerment of Creativity and Feedback&quot;, &quot;Ownership&quot;, &quot;Social Inﬂuence and Relatedness&quot;, &quot;Scarcity and Impatience&quot;, &quot;Curiosity and Unpredictability&quot; and &quot;Loss and Avoidance&quot; Created in the form of four aspects of designing &quot;Aesthetic&quot;, &quot;Background story&quot;, &quot;technology&quot; and &quot;elements&quot; 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&#039; work situations. The results show that the motivational approach of Gamification can put employees in a situation that increases their motivation (internal and external).</Abstract>
			<OtherAbstract Language="FA">The purpose of this study is to Conceptualization of Employees Engagement based on Gamification. In the &quot;Gamification&quot;, 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 &quot;Exhaustion&quot;, &quot;Ineffectiveness&quot;, &quot;Cynicism&quot; and &quot;being known/ presented&quot; were used as Employee Engagement. It continues with the help of 8 categories: &quot;Epic Meaning&quot;, &quot;Development and Accomplishment&quot;, &quot;Empowerment of Creativity and Feedback&quot;, &quot;Ownership&quot;, &quot;Social Inﬂuence and Relatedness&quot;, &quot;Scarcity and Impatience&quot;, &quot;Curiosity and Unpredictability&quot; and &quot;Loss and Avoidance&quot; Created in the form of four aspects of designing &quot;Aesthetic&quot;, &quot;Background story&quot;, &quot;technology&quot; and &quot;elements&quot; 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&#039; work situations. The results show that the motivational approach of Gamification can put employees in a situation that increases their motivation (internal and external).</OtherAbstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">conceptualization</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Employee Engagement</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Gamification</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Octalysis</Param>
			</Object>
		</ObjectList>
<ArchiveCopySource DocType="pdf">https://ipom.journals.pnu.ac.ir/article_6857_7409dd08cdb983ca2aa1337680065d68.pdf</ArchiveCopySource>
</Article>
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