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The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models

Author

Listed:
  • Ibelema Sam-Epelle

    (The Business School, University of Gloucestershire, Cheltenham GL50 2RH, UK)

  • Olakunle Olayinka

    (Department of Computer Science, University of Sheffield, Sheffield S10 2TN, UK)

  • Peter Jones

    (The Business School, University of Gloucestershire, Cheltenham GL50 2RH, UK)

Abstract

Gamification’s adoption in the enterprise today is on the rise and provides benefits such as customer loyalty and increased employee engagement. In this article, the use of gamification in the enterprise is assessed in seeking to understand how fully gamified systems differ from related concepts such as toys, playful designs, and serious games. Given the increasing interest in enterprise gamification, it is useful to evaluate how it has evolved and its acceptance via a multidisciplinary lens. It is also critical to assess frameworks and approaches applied in understanding the trend. The current article concludes that a value-oriented approach is needed for a more comprehensive understanding of enterprise gamification acceptance and users’ experience, particularly in today’s workforce that is largely dominated by millennials.

Suggested Citation

  • Ibelema Sam-Epelle & Olakunle Olayinka & Peter Jones, 2022. "The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models," Sustainability, MDPI, vol. 14(15), pages 1-13, July.
  • Handle: RePEc:gam:jsusta:v:14:y:2022:i:15:p:9251-:d:874174
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    References listed on IDEAS

    as
    1. Zimmerling, Eric & Höllig, Christoph E. & Sandner, Philipp G. & Welpe, Isabell M., 2019. "Exploring the influence of common game elements on ideation output and motivation," Journal of Business Research, Elsevier, vol. 94(C), pages 302-312.
    2. William H. DeLone & Ephraim R. McLean, 1992. "Information Systems Success: The Quest for the Dependent Variable," Information Systems Research, INFORMS, vol. 3(1), pages 60-95, March.
    3. Sheth, Jagdish N. & Newman, Bruce I. & Gross, Barbara L., 1991. "Why we buy what we buy: A theory of consumption values," Journal of Business Research, Elsevier, vol. 22(2), pages 159-170, March.
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    Cited by:

    1. Juliana Salvadorinho & Leonor Teixeira, 2023. "Happy and Engaged Workforce in Industry 4.0: A New Concept of Digital Tool for HR Based on Theoretical and Practical Trends," Sustainability, MDPI, vol. 15(3), pages 1-29, February.
    2. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).

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