The power of play: gamification in virtual workplace training

Abstract

Organizations face growing pressure to upskill their employees and provide effective and engaging training, leading to significant investments in virtual workplace training (VWT). However, the effectiveness of VWT, particularly when incorporating game elements, remains unclear. To address this, this study examined the impact of gamification intensity on perceived autonomy and its effect on training outcomes. Additionally, it explored whether self-efficacy played a moderating role in these relationships. Using a between-subjects design, we manipulated gamification intensity (low, medium and high levels) and asked 355 employees to complete a VWT and a retention test. In contrast to our expectations, gamification intensity negatively affected perceived autonomy. Furthermore, perceived autonomy had a positive impact only on affective but not on performance-related training outcomes. Also, we found no evidence of the mediating role of perceived autonomy or the moderating role of self-efficacy in these relationships. Regarding the retention test, gamification intensity negatively affected perceived autonomy and both affective and performance-related training outcomes. Our findings challenge the belief that gamification intensity enhances satisfaction and training success and underscore the importance of autonomy in VWT. We discuss how our findings can guide researchers and practitioners to promote sustainable training success in organizations.

BibTeX

				
					@article{doi:10.1080/1359432X.2024.2412360,
author = {Vera Maria Eger, Eleni Georganta, Paul-David Joshua Zuercher, Felix Mueller, Thomas Bohné and Sarah Diefenbach},
title = {The power of play: gamification in virtual workplace training},
journal = {European Journal of Work and Organizational Psychology},
volume = {0},
number = {0},
pages = {1--19},
year = {2024},
publisher = {Routledge},
doi = {10.1080/1359432X.2024.2412360},
URL = { 
        https://doi.org/10.1080/1359432X.2024.2412360
},
eprint = { 
        https://doi.org/10.1080/1359432X.2024.2412360
}
}
				
			
APA Reference

Eger, V. M., Georganta, E., Zuercher, P. D. J., Mueller, F., Bohné, T., & Diefenbach, S. (2024). The power of play: gamification in virtual workplace training. European Journal of Work and Organizational Psychology, 1–19. https://doi.org/10.1080/1359432X.2024.2412360

Cyber-human Lab Contributors

Paul-David Zürcher

Paul-David Zuercher is a postgraduate researcher at the Cyber-Human lab at the Universiy of Cambridge’s Department of Engineering. His research is focusing on optimisation...

Dr Thomas Bohné

Thomas Bohné is the founder and head of the Cyber-Human Lab at the University of Cambridge’s Department of Engineering. He is also leading research...