Abstract
Training and development are essential for an organization to achieve its goals. Thus, the organization's leader must ensure practical tools are applied in their training and development program. Nowadays, many organizations prefer gamification methods for employee training and development. This study examines the factors influencing employees' acceptance of gamification in their training and development, specifically focusing on perceived usefulness, perceived ease of use, and social influence. The researchers plan to distribute questionnaires randomly to white-collar workers in Malaysia. All collected data will be analyzed using Smart PLS, utilizing techniques such as frequency analysis, descriptive statistics, correlation analysis, and multiple regression analysis.
Cite
CITATION STYLE
Abdul Latip, S. N. N., Tamrin, M., & Harun, N. A. (2023). Gamification in The Workplace: A Conceptual Paper. International Journal of Academic Research in Business and Social Sciences, 13(7). https://doi.org/10.6007/ijarbss/v13-i7/17401
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