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Gamification: Implications for Workplace Intrinsic Motivation in The 21st Century |
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รหัสดีโอไอ | |
Creator | 1. Chris Perryer 2. Brenda Scott-Ladd 3. Catherine Leighton |
Title | Gamification: Implications for Workplace Intrinsic Motivation in The 21st Century |
Publisher | Asian Forum on Business Education (AFBE) |
Publication Year | 2555 |
Journal Title | AFBE Journal |
Journal Vol. | 5 |
Journal No. | 3 |
Page no. | 371 |
Keyword | Gamification |
ISSN | 2071-7873 |
Abstract | Gamification is a term which has gained currency in the media over the last few years. Gamification refers to the application of characteristics from computer games into nongaming contexts. The concept under other names has attracted the interest of scholars for more than twenty years, due to its possible value in motivating students to learn. However few scholars have investigated ways in which the concept can be applied to building intrinsic motivation in employees in relation to their on-going jobs. This is a particularly important area for research, as new generations who have been brought up with computer games become the dominant cohort within the workforce. This paper summarises the literature on game playing as a motivator, and outlines likely motivators for younger members of the workforce. The paper goes on to discuss how the concept of gamification might be integrated into the Four-Drive theory of motivation, and how it might be integrated into workplace systems to benefit organisations in the 21st century. |