Gamification for employee engagement: An empirical study with e-commerce industry

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Abstract

The purpose of this empirical study is to examine the gamification, a method of applying game mechanics into nongame contexts, like team building, and simulation of games, behavioral change and motivation can be applied to enhance the employee engagement and quality of work, and report the outcome of the study. The data collected from one hundred and sixty (160) employees, are subjected to the both non-gamified and gamified environment to assess their engagement levels. The effect of three independent variables, intrinsic motivation, extrinsic motivation and behavioral change on dependent variable employee engagement assessed. The study variables measured using Likert-type questionnaire, under both the non-gamified and gamified environments. The research instrument was reliable and maintained internal consistency as assessed by Cronbach alpha Cronbach’s Alpha, Split-Half (odd even correlation, and Spearman-Brown Prophecy. The study design is based on positivist approach has been used with a structured research design, quantitative data gathered, hypotheses formulated and tested, the data empirically analyzed using appropriate statistical methods, A Descriptive Research Method using a survey, with specific hypothesis were tested, deductions and inferences were drawn. The multiple regression analysis revealed that the gamification elements intrinsic motivation and behavioral change statistically significant and influencing the employee engagement under the gamified environment. There were no statistically significant gender, age, and function group differences were observed. The authors observed that the gamification can be used for enhancing employee engagement and quality of work in any industry.

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APA

Prasad, K., & Mangipudi, M. R. (2021). Gamification for employee engagement: An empirical study with e-commerce industry. Montenegrin Journal of Economics, 17(2), 145–156. https://doi.org/10.14254/1800-5845/2021.17-2.12

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