Table 2

Description of the variables

Individual drivers (ID)
Intrinsic Motivation (IM)
IM1Opinion on gamificationBuil et al. (2019), Neys et al. (2014) 
IM2Opinion on gamification activities
IM3Sentiment when participating in gamification actions
Identified Regulation (IR)
IR1Opinion on the usefulness of gamification activities in one’s caseBuil et al. (2020), Neys et al. (2014) 
IR2Autonomy when deciding to participate in gamification actions
IR3Opinion on the usefulness of self-participation in gamification activities
Perceived Ease Of Use (PE)
PE1Ease of gamification activitiesBuil et al. (2020), Davis (1989) 
PE2Ease of use of gamification in general
PE3Ease interaction in gamification activities
Perceived Usefulness (PU)
PU1Demonstration of one’s skills through gamificationBuil et al. (2020), Davis (1989) 
PU2Demonstration of one’s decision-making ability through gamification
PU3Knowledge of one’s professional talent through gamification
Attitude (AT)
AT1Gamification as an innovative ideaTaylor and Todd (1995), Verkijika and De Wet (2018) 
AT2Competitions based on gamification are a good idea
AT3Tendency to participate in competitions based on gamification
Behavioral Intention to Use (BI)
BI1Intention to use gamification in recruitment processesDwivedi et al. (2017), Taylor and Todd (1995) 
BI2Likelihood to use gamification in recruitment processes
BI3Planning to use gamification in recruitment processes soon
Source(s): Authors’ own work

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