Gamification and its effect on employee engagement and performance in a perceptual diagnosis task

Type of content
Theses / Dissertations
Publisher's DOI/URI
Thesis discipline
Psychology
Degree name
Master of Science
Publisher
University of Canterbury. Psychology
Journal Title
Journal ISSN
Volume Title
Language
Date
2013
Authors
Ong, Michael
Abstract

Gamification is an emerging phenomenon that has been advocated for its potential to improve organisational outcomes. The present study aimed to examine the effect of gamification in a perceptual diagnosis task. Forty participants completed a 22-minute visual search task. To investigate the role of game mechanics participants were divided into four conditions resulting from the factorial combination of the narrative mechanic (narrative and control condition) and the points mechanic (Points and no-points control condition). Attention effort, motivation, and work engagement were measured through performance metrics, functional near-infrared spectroscopy (fNIRS), and self-report questionnaires. The results revealed points significantly increased task performance while narrative significantly increased intrinsic motivation and prefrontal oxygenation. These findings may provide much needed contributions to the literature surrounding gamification. It was also revealed that fNIRS measures of frontal activation may be a reasonable objective indicator of initial cognitive effort. This presents significant real world applications for objectively measuring motivation.

Description
Citation
Keywords
Gamification, Engagement, Motivation, Near-infrared spectroscopy, Perceptual learning
Ngā upoko tukutuku/Māori subject headings
ANZSRC fields of research
Rights
Copyright Michael Ong