Table 4

Characteristics of gamification as currently implemented (“in the workplace”) vs characteristics of gamification as proposed in this paper (“of the workplace”)

QualitiesDrawbacksOwn 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

or Create an Account

Close Modal
Close Modal