2020
DOI: 10.1080/07370024.2020.1744145
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Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors

Abstract: The paradox of the optimal flow experience (Engeser & Baumann, 2016) also makes gamification harder in reality. For instance, in Disneyland gamification, the real-time productivity of each employee was displayed on the leaderboards, and it became clear that this unexpectedly enforced them to compete with each other and destroyed their collaborative culture (Lopez, 2011). Omnicare, an American pharmacy and healthcare company, introduced a gamified customer relations system to reduce response time, but its emplo… Show more

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Cited by 15 publications
(23 citation statements)
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References 159 publications
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“…Moreover, gamers always face various situations ending with the requirement to conduct problem-solving swiftly and innovatively. This study explains that gamers' tacit-latent knowledge could expose their reflective skills to higher combat readiness than material-latent ones (Park and Moon, 2003;Dodd et al, 2005;Strandenes et al, 2013;Toth et al, 2020;Seo et al, 2021). On the other hand, gamers' kinetic-active knowledge can adapt to challenging competitions.…”
Section: Hypotheses Developmentmentioning
confidence: 87%
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“…Moreover, gamers always face various situations ending with the requirement to conduct problem-solving swiftly and innovatively. This study explains that gamers' tacit-latent knowledge could expose their reflective skills to higher combat readiness than material-latent ones (Park and Moon, 2003;Dodd et al, 2005;Strandenes et al, 2013;Toth et al, 2020;Seo et al, 2021). On the other hand, gamers' kinetic-active knowledge can adapt to challenging competitions.…”
Section: Hypotheses Developmentmentioning
confidence: 87%
“…The authors support this focused knowledge acquisition for gamers, a natural characteristic. Moreover, they pursue tacit-latent knowledge internalised into their cognition, indicating reflective behaviours (Hung and Lin, 2015;Seo et al, 2021;Thomas and Gupta, 2021). Comprehensively, gamers concentrating on kineticactive knowledge acquisitions always enhance their expert skills to master their capabilities and competencies Giampaoli et al, 2017;Jung J., 2020;Thongmak, 2020).…”
Section: Knowledge Acquisitionmentioning
confidence: 99%
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“…The theoretical contribution provided here is that the varying effects of hybrid technostress on low-stress and high-stress participants can be explained by the Yerkes-Dodson law ( Seo, Fels, Kang, Jung, & Ryu, 2021 ; Yerkes & Dodson, 1908 ). As shown in Fig.…”
Section: Discussionmentioning
confidence: 97%
“…While understandably, researchers are keen to report on successes, there is a dearth of sufficient reporting of the failures or limitations of gamification with the exception of Herranz et al (2019) and Santhanam et al (2016). Thus, for future researchers considering studying this topic, it is important to add clarity to areas where gamification strategies are not as effective as anticipated, the criticisms leveled against it (e.g., the potential of the Hawthorne Effect; Seo et al, 2021), and the reasons for its failure in bringing about desired changes. Future researchers could create effective gamification strategies using endogenous designing, where the game elements emerge from the context (Athavale & Dalvi, 2019).…”
Section: Discussionmentioning
confidence: 99%