Mojtaba Bagheri; Mohammad Reza Saeedabadi; Shahoo Sabar
Abstract
The main purpose of this study is to evaluate the effect of different gamification mechanics on the user engagement in mobile applications using objective and subjective data. In this study, we evaluated user engagement in “BESHNO” audiobook application as a case study by comparison between ...
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The main purpose of this study is to evaluate the effect of different gamification mechanics on the user engagement in mobile applications using objective and subjective data. In this study, we evaluated user engagement in “BESHNO” audiobook application as a case study by comparison between results of objective and subjective data. The research method of this study is descriptive-correlational, causal-comparative and experimental. The sample size of this study is 390 users of the "BESHNO" audio book application (130 users per each gamification mechanic). The results of this study showed that based on the objective and subjective data analysis, using different gamification mechanics has a different effect on the amount and dimensions of user engagement. There is also a significant difference between the findings of objective and subjective data analysis regarding the level of user engagement. However, there is a similar pattern in objective and subjective data analysis when using different gamification mechanics. In addition, the results of this study showed that the "Badge" gamification mechanic is the most effective and the "Reward" gamification mechanic is the least effective mechanics on user engagement.
Hasan Boudlaie; Mohammadhosein Kenarroodi
Abstract
Start ups need the application of new management techniques and concepts. Gamification is considered as a useful tool for organizations and this qualitative research answers the main question of the research wich is that how can build a gamified process in the field of human resources, especially in ...
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Start ups need the application of new management techniques and concepts. Gamification is considered as a useful tool for organizations and this qualitative research answers the main question of the research wich is that how can build a gamified process in the field of human resources, especially in recruitment section of startups. In this research 12 people are interviewed. These people were experts of human resources and gamification. In relation to primary and secondary themes in the field of gamification design during recruitment process in order to improving the recruitment of proper human force for small and medium startup businesses, 8 primary themes and 21 secondary themes are recognized. 8 primary themes which are effective factors on designing gamified recruitment process for startups are as follows: designing work plan, recognizing the job skills of applicant, examining the job innovation of applicant, developing the technology substructures of organization, characteristics of applicant, recognizing the psychological capital of applicant, recognizing the social capital of applicant, and the applicant`s adjustment ability to job purposes. The final result is a framework for designing a gamified process which is suit for human resources especially in the recruitment section.
Aboalhassan Hosseini; Mehdi raoof
Abstract
This research has been done to investigate the effect of gamification on employees' motivation and loyalty. This work is a strategic, experimental and applied research and the data have been collected using a questionnaire. The statistical population of this research includes all Babolsar branch of Family ...
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This research has been done to investigate the effect of gamification on employees' motivation and loyalty. This work is a strategic, experimental and applied research and the data have been collected using a questionnaire. The statistical population of this research includes all Babolsar branch of Family clothing (Yalit) sales staff in 2018. All sale staffs were questioned in this study, in which 15 of them were in the experimental group and 15 were in the control group. At first, each group was subjected to pretest and then, the gameplay test was performed for a week and at the end, a post-test was performed. In this research, gameplay was considered as an independent variable and motivation and loyalty were considered as dependent variables. To test the research hypotheses, Unpaired or paired test or paired was used. The results showed that the use of gamification had a positive effect on the motivation of sales staff. In the second hypothesis, the result showed that the gamification has a significant positive effect on the employee's loyalty.