Boosting Team Engagement through Gamification: Mitigating the Effects of Social Loafing

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ABSTRACT: Gamification has recently attracted the attention of academics, educators, and practitioners from a number of fields. The idea of "gamification" is not new, It has been a trend in the business and marketing sectors for the past several years. Clarifying the terminology and ideas surrounding “Gamification” is one contribution of this study [1].

Using gamification in a project, program, and portfolio management is becoming increasingly popular as a way to reduce social loafing and improve team performance. This paper provides a theory of work gamification that positions it as a planned improvement to the conventional practice of performance management in order to establish real-time access to performance data.

Gamification is the process of integrating game principles and components into real-world settings like the workplace and commerce. Workplace gamification, on the other hand, does not entail turning work into a game; rather, it involves integrating game elements to motivate and guide desirable employee behavior. Points, levels, medals, leaderboards, and character sheets are game elements that are frequently linked to gamification.

Gamification in this context aims to instill a sense of accountability and competition among team members, hence lowering the tendency for social loafing, in which individuals do not fully contribute to the group effort. [2]

This article provides an in-depth overview of what Gamification is and how it can be applied in a work context so as to improve performance both by the individual and the collectivity of work groups. it is divided into the following sections: 1. What is Gamification and its purpose

2. How Gamification can be used to set goals for each individual team member, tracking progress and reducing social loafing.

3. Limitations: Describe the main limitations of this tool.

4. Conclusion The paper also gives an annotated bibliography of meaningful readings to aid firms in applying Gamification in Project, program, and portfolio management.

Bibliography

[1] . D. I. Fels and K. Seaborn, "Gamification in theory and action: A survey," International Journal of Human-Computer Studies, vol. 74, pp. 14-31, 2015. [2] C. M. Teresa, G. B. Northcraft and J. Whicker, "A theory of work gamification: Something old, something new, something borrowed, something cool?," Human Resource Management Review, vol. 27, no. 2, pp. 353-365, 2017.

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