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How to Motivate and Engage Generation Clash of Clans at Work? Emergent Properties of Business Gamification Elements in the Digital Economy

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Listed:
  • Nicholas Dacre
  • Panos Constantinides
  • Joe Nandhakumar

Abstract

Organisations are currently lacking in developing and implementing business systems in meaningful ways to motivate and engage their staff. This is particularly salient as the average employee spends eleven cumulative years of their life at work, however less than one third of the workforce are actually engaged in their duties throughout their career. Such low levels of engagement are particularly prominent with younger employees, referred to as Generation Y (GenY), who are the least engaged of all groups at work. However, they will dedicate around five cumulative years of their life immersed playing video games such as Clash of Clans, whether for social, competitive, extrinsic, or intrinsic motivational factors. Using behavioural concepts derived from video games, and applying game design elements in business systems to motivate employees in the digital economy, is a concept which has come to be recognised as Business Gamification. Thus, the purpose of this research paper is to further our understanding of game design elements for business, and investigate their properties from design to implementation in gamified systems. Following a two-year ethnographic style study with both a system development, and a communication agency largely staffed with GenY employees, findings suggest properties in game design elements are emergent and temporal in their instantiations.

Suggested Citation

  • Nicholas Dacre & Panos Constantinides & Joe Nandhakumar, 2021. "How to Motivate and Engage Generation Clash of Clans at Work? Emergent Properties of Business Gamification Elements in the Digital Economy," Papers 2103.12832, arXiv.org, revised Apr 2021.
  • Handle: RePEc:arx:papers:2103.12832
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    File URL: http://arxiv.org/pdf/2103.12832
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    References listed on IDEAS

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    1. Elias Carayannis & Ruslan Rakhmatullin, 2014. "The Quadruple/Quintuple Innovation Helixes and Smart Specialisation Strategies for Sustainable and Inclusive Growth in Europe and Beyond," Journal of the Knowledge Economy, Springer;Portland International Center for Management of Engineering and Technology (PICMET), vol. 5(2), pages 212-239, June.
    2. Zeynep Erturkoglu & Jing Zhang & En Mao, 2015. "Pressing the Play Button: What Drives the Intention to Play Social Mobile Games?," International Journal of E-Business Research (IJEBR), IGI Global, vol. 11(3), pages 54-71, July.
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    Cited by:

    1. Nicholas Dacre & Vasilis Gkogkidis & Peter Jenkins, 2021. "Co-Creation of Innovative Gamification Based Learning: A Case of Synchronous Partnership," Papers 2103.13273, arXiv.org, revised Apr 2021.
    2. Katerina Antonopoulou & Nicholas Dacre, 2021. "Exploring Diffusion Characteristics that Influence Serious Games Adoption Decisions," Papers 2105.01745, arXiv.org.
    3. Gkogkidis, Vasilis & Dacre, Nicholas, 2020. "Exploratory Learning Environments for Responsible Management Education Using Lego Serious Play," SocArXiv ek7th, Center for Open Science.
    4. Dacre, Nicholas & Senyo, PK & Reynolds, David, 2019. "Is an Engineering Project Management Degree Worth it? Developing Agile Digital Skills for Future Practice," SocArXiv 4b2gs, Center for Open Science.
    5. Gkogkidis, Vasilis & Dacre, Nicholas, 2021. "How to use Lego Serious Play as a Gamification Teaching and Learning Framework? A Responsible Management Approach," SocArXiv vdzsu, Center for Open Science.

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