Demon or Angel: An Exploration of Gamification in Management
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AbstractPurpose
Previously coined as the applications of gaming principles in non-gaming scenarios, gamification is an emerging managerial tactic in business but lacks rigorous theorization in management discipline. Based on some introductive studies in other fields, this study has bridged the gamification with training literatures and directly explored its effectiveness and efficacy, which provides salient implications for practitioners. Specifically, by conceptualizing the gamification as a process of crystallization of new inertia since it initiates from past experiences while continuously strengthens the new rules with awards and sanctions with predetermined goals, the study confirms that gamification demotivates the participants and lowers their performance. Overall, the study has pioneered the investigation of the significance of gamification and offered a new angle to disentangle the debates over effects of inertia.

Design
The study has employed one base experiment conducted on two random-chosen paired classes followed with another confirmative experiment. By introducing the gamification system into one experiment class while controlling the other, two-waves of surveys were sent out while merged with the objective grades to investigate the effects of gamification on motivation and performance.

Findings
The results have confirmed that gamification could engender detrimental effects toward motivation and performance, though the support for a mediating relationship from the introduction of gamification to the performance via motivational levels was absent.

Research limitations
Due to the limitation of resources, the study used business students’ academic performance as the proxy of the performance effects. Though it could provide preliminary insights, further experiments based on real business units are demanded. Additional tests on larger sample size and alternative settings are further fruitful to identify the insignificant mediation effect and consolidate the generalizability.

Practical implications
The findings have revealed that the gamification counter-intuitively demotivates participants and directly leads to a biased orchestration of resources that reflected by poorer performance further supporting the negative effects of inertia. This reminds practitioners to cautiously adopt the gamification in their management system.

Originality
To our best knowledge, this is the first pioneer in linking the trended concept of gamification with the managerial academic studies.
Acceptance Date17/04/2018
All Author(s) ListLIU Bin, WANG Junqing
Name of Conference2018 Annual Conference of Strategic Management Society
Start Date of Conference22/09/2018
End Date of Conference25/09/2018
Place of ConferenceParis, France
Country/Region of ConferenceFrance
Year2018
LanguagesEnglish-United States

Last updated on 2018-16-10 at 15:18