PurposeIn light of the recent increase in the scholarly attention given to meaningful engagement with gamified information systems (IS), this research explores the definition and measurement of meaningful engagement as well as its role in predicting employees’ knowledge contributions via gamified knowledge management systems (KMSs).Design/methodology/approachThe authors conducted two empirical studies. Study 1 develops a measure of meaningful engagement and evaluates its validity and reliability. Drawing on the literature on user engagement and work gamification theory, Study 2 places meaningful engagement in a nomological network and assesses the construct’s utility for predicting the quantity and quality of knowledge contributions via a gamified KMS.FindingsThe results show that meaningful engagement encompasses five specific dimensions: intense involvement, sense of meaning, self-discovery, pursuit of excellence, and personal expressiveness. The results also indicate that fostering meaningful engagement, which goes beyond hedonic and instrumental engagement, is essential to enhance the quality and quantity of knowledge contribution.Research limitations/implicationsThis research contributes to the literature on gamification by drawing scholarly attention to meaningful engagement as a parsimonious yet powerful construct that complements the notions of hedonic and instrumental engagement with KMSs. Although previous studies have highlighted the significance of meaningful engagement with gamified IS, little effort has been made to develop a scale to measure meaningful engagement. The scale the authors have developed will help researchers precisely measure users’ meaningful engagement and systematically examine its role in gamified systems compared to that of other forms of engagement. The study also has practical implications, as the results can inform future design strategies to enable the successful implementation of gamified KMSs that facilitate knowledge contribution in the workplace.Originality/valueThe development of new constructs is the starting point for theoretical development. This research responds to the call to conceptualize meaningful engagement with gamified IS.
No research has systematically reviewed the role of spatial ability in virtual reality (VR) learning. This has resulted in inefficiencies in educators' ability to adopt personalized teaching strategies based on learners' spatial ability to maximize the effectiveness of VR. Therefore, this study conducted a literature review on spatial ability in VR learning to provide researchers and educators with a comprehensive understanding of how spatial ability affects VR learning. After searching Scopus with keywords and applying inclusion and exclusion criteria, the researchers identified 30 relevant research articles for the review. This literature review mainly analyzed research trends, contexts, theories, methodologies, and findings from the identified articles. The contradictory role of spatial ability in VR learning was also summarized. Based on the literature analysis, this study identified research gaps and indicated directions for future research.
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