Characteristics of gamification as currently implemented (“in the workplace”) vs characteristics of gamification as proposed in this paper (“of the workplace”)
| Qualities | Drawbacks | Own conclusions | |
|---|---|---|---|
| Gamification in the workplace |
|
| Periods |
| Gamification of the workplace |
|
| The aim is to allow employees to share their knowledge through gamification, as an informal way of learning. Currently, it has the potential to achieve lasting organizational changes |
| Qualities | Drawbacks | Own conclusions | |
|---|---|---|---|
| Gamification in the workplace | Projects are brief: more attempts Highly effective in increasing engagement and motivation, albeit temporarily Can be part of a bigger work-life balance plan | Knowledge retention rates and motivation fall after the end of a project Used as a substitute for serious games, with effects opposite of what was intended Usually, a compulsory activity Very vulnerable to the novelty effect | Periods |
| Gamification of the workplace | More knowledge-sharing and consolidation Permanent improvement of employees' learning experience Promotes a worker-centric organizational culture Shapers the physical workplace and employees' behaviors | Corrosion of employees' privacy in most areas at work Necessary to rethink how goals are defined, measured, and managed Hard to define what kinds of knowledge are meaningful and what kinds are not | The aim is to allow employees to share their knowledge through gamification, as an informal way of learning. Currently, it has the potential to achieve lasting organizational changes |
Source(s): Table by authors