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Gamification and gigification: A multidimensional theoretical approach

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  • Behl, Abhishek
  • Jayawardena, Nirma
  • Ishizaka, Alessio
  • Gupta, Manish
  • Shankar, Amit

Abstract

The main purpose of this paper is to explore the performance of white-collared gig workers using three theoretical perspectives: knowledge-based view theory, employee engagement theory, self-determination theory. The study investigates the relationship between intellectual capital, collective cognitive engagement, intrinsic motivation, and knowledge management as antecedents to the performance of gig workers. Furthermore, it investigates whether a moderation effect of intrinsic motivation using game elements can improve the performance of gig workers. This study uses primary data collected over 8 weeks from January 2020 to Feb 2020. This study collects self-administered cross-sectional primary data from an online platform that currently engages white-collar gig workers or has engaged them in two previous years (2018 and 2019) in either one or more platforms. This study also develops a conceptual model to measure the performance of white-collared gig workers using an extension of the three theoretical perspectives.

Suggested Citation

  • Behl, Abhishek & Jayawardena, Nirma & Ishizaka, Alessio & Gupta, Manish & Shankar, Amit, 2022. "Gamification and gigification: A multidimensional theoretical approach," Journal of Business Research, Elsevier, vol. 139(C), pages 1378-1393.
  • Handle: RePEc:eee:jbrese:v:139:y:2022:i:c:p:1378-1393
    DOI: 10.1016/j.jbusres.2021.09.023
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    Cited by:

    1. Bitrián, Paula & Buil, Isabel & Catalán, Sara & Merli, Dominik, 2024. "Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours," Journal of Business Research, Elsevier, vol. 179(C).
    2. Behl, Abhishek & Jayawardena, Nirma & Nigam, Achint & Pereira, Vijay & Shankar, Amit & Jebarajakirthy, Charles, 2023. "Investigating the revised international marketing strategies during COVID-19 based on resources and capabilities of the firms: A mixed method approach," Journal of Business Research, Elsevier, vol. 158(C).
    3. Behl, Abhishek & Sampat, Brinda & Gaur, Jighyasu & Pereira, Vijay & Laker, Benjamin & Shankar, Amit & Shi, Yangyan & Roohanifar, Mohammad, 2024. "Can gamification help green supply chain management firms achieve sustainable results in servitized ecosystem? An empirical investigation," Technovation, Elsevier, vol. 129(C).
    4. Anshu, Kumari & Shankar, Amit & Behl, Abhishek & Pereira, Vijay & Laker, Benjamin, 2022. "Impact of barriers of value co-creation on consumers' innovation resistance behavior: Investigating the moderation role of the DART model," Technological Forecasting and Social Change, Elsevier, vol. 184(C).
    5. Sadamali Jayawardena, Nirma & Thaichon, Park & Quach, Sara & Razzaq, Ali & Behl, Abhishek, 2023. "‘The persuasion effects of virtual reality (VR) and augmented reality (AR) video advertisements: A conceptual review’," Journal of Business Research, Elsevier, vol. 160(C).

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