Designing a comprehensive gamification model and pertinence in organisational context to achieve sustainability

The present study outlines the power of gamification to help reduce the attitudinal and engagement-related threats in a given non-game environment. Through this research paper, we proposed an extensive model of gamification, proposed on a series of theoretical models (ELM Model, Fogg Behaviour Model...

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Autores principales: Deepti Prakash, Parul Manchanda
Formato: article
Lenguaje:EN
Publicado: Taylor & Francis Group 2021
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Acceso en línea:https://doaj.org/article/b9d818bd0f2241268a24c723437efa51
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Sumario:The present study outlines the power of gamification to help reduce the attitudinal and engagement-related threats in a given non-game environment. Through this research paper, we proposed an extensive model of gamification, proposed on a series of theoretical models (ELM Model, Fogg Behaviour Model, ABC Model of Attitude, Octalysis Framework and MDE Framework) to be implied in organisations. Enabling participants to eliminate disengagement. Secondly, we have explored the “Intent”, “Mechanism”, and “Outcome” of organizations that have extensively applied gamification for restructuring various functional activities. Further, through this scholarly work, we have brought forward a novel concept of how gamification may help organisations achieve different dimensions of sustainability (economic, social and environmental).