Browse > Article
http://dx.doi.org/10.13106/jafeb.2021.vol8.no6.0427

The Effect of Using Game Dynamics Towards Employee Work Engagement: An Empirical Study in Indonesia  

RIATMAJA, Dodi Setiawan (Department of Management, Faculty of Business and Economics, Universitas Islam Indonesia)
SUYANTO, Mohammad (Faculty of Computer Science, Universitas Amikom)
MUAFI, Muafi (Department of Management, Faculty of Business and Economics, Universitas Islam Indonesia)
PRAJOGO, Wisnu (Department of Management & Business, STIE YKPN Business School)
Publication Information
The Journal of Asian Finance, Economics and Business / v.8, no.6, 2021 , pp. 427-436 More about this Journal
Abstract
This research aims to examine and analyze the positive effects of game dynamics towards intrinsic motivation and enjoyment, the positive effect of intrinsic motivation towards enjoyment and work engagement, the effect of positive enjoyment towards work engagement, as well as the positive effect of game dynamics towards work engagement. This research uses Self Determination Theory and gamification strategy to explain the relationship between variables. The data was collected from 226 permanent employees of Startup companies located in Yogyakarta, Indonesia through questionnaire distribution. The obtained data was analyzed using the AMOS Structural Equation Modeling (SEM) model. The assessment of this questionnaire uses 5-point Likert scale. The results show that game dynamics has a positive effect towards intrinsic motivation as opposed to enjoyment, intrinsic motivation has a positive effect towards enjoyment as opposed to work engagement, and finally, enjoyment and game dynamics have a positive effect towards work engagement. The theoretical implication is that this research fills the research gaps regarding the antecedents and consequences of Self-Determination Theory. Finally, this research proposes several solutions to relevant problems on how companies and organizations need to implement game dynamics to positively affect employees' behavior, especially from intrinsic motivation, work engagement, as well as enjoyment.
Keywords
Self Determination Theory; Gamification; Game Dynamics; Intrinsic Motivation; Enjoyment; Work Engagement;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 Deterding, S. (2015). The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. Human Computer Interaction, 30, 294-335. https://doi.org/10.1080/07370024.2014.993471   DOI
2 BPS & Bekraf. (2018). Infographics Summary of Indonesian Creative Economy Statistics Data. Jakarta, Indonesia. Retrieved from http://www.bekraf.go.id/berita/page/9/83-infografis-ringkasan-data-statistik-ekonomi-kreatif-indonesia.
3 Matallaoui, A., Hanner, N., & Zarnekow, R. (2016). Introduction to Gamification: Foundation and Underlying Theories. Gamification, 3-18. https://doi.org/10.1007/978-3-319-45557-0_1   DOI
4 Pesare, E., Roselli, T., Corriero, N., & Rossano, V. (2016). Game-based learning and Gamification to promote engagement and motivation in medical learning contexts. Smart Learning Environments. https://doi.org/10.1186/s40561-016-0028-0   DOI
5 Feng, J., Zhang, Y., Liu, X., Zhang, L., & Han, X. (2016). Just the Right Amount of Ethics Inspires Creativity: A Cross-Level Investigation of Ethical Leadership, Intrinsic Motivation, and Employee Creativity. Journal of Business Ethics, 153(3), 645-658. https://doi.org/10.1007/s10551-016-3297-1   DOI
6 Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. https://users.cs.northwestern.edu/~hunicke/MDA.pdf, Januari.
7 Deci, E. L., & Ryan, R. M. (2000). The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior Human Needs and the Self-Determination of Behavior. Psychological Inquiry, 7965. https://doi.org/10.1207/S15327965PLI1104
8 Shao, L., Zhang, L., & Yu, X. (2017). Empirical Study of Dynamic Chinese Corporate Governance Based on Chinese-listed Firms with A Panel VAR Approach. The Journal of Industrial Distribution & Business, 8(1), 5-13.   DOI
9 Deci, E. L., Ryan, R. M., & Koestner, R. (1999). A Meta-Analytic Review of Experiments Examining the Effects of Extrinsic Rewards on Intrinsic Motivation. The American Psychological Association, 125(6). https://doi.org/10.1037/0033-2909.125.6.627   DOI
10 Farzan, R., DiMicco, J. M., Millen, D. R., Brownholtz, B., Geyer, W., & Dugan, C. (2008). Results from deploying a participation incentive mechanism within the enterprise. Conference on Human Factors in Computing Systems-Proceedings, 563-572. https://doi.org/10.1145/1357054.1357145   DOI
11 Gatautis, R., Vitkauskaite, E., Gadeikiene, A., & Piligrimiene, Z. (2016). Gamification as a Mean of Driving Online Consumer Behaviour: SOR Model Perspective. Inzinerine Ekonomika-Engineering Economics, 27(1), 90-97.
12 Marczyk, G., Dematteo, D., & Festinger, D. (2005). Essentials of Research Design. Hoboken, NJ: John Wiley & Sons, Inc.
13 Venkatesh, V. (2000). Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model. Information Systems Research, 11(4), 342-365. https://doi.org/10.1287/isre.11.4.342.11872   DOI
14 Hamari, Juho. (2013a). Electronic Commerce Research and Applications Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications, 12(4), 236-245. https://doi.org/10.1016/j.elerap.2013.01.004   DOI
15 Heijden, H. van der. (2004). User Acceptance of Hedoning Information Systems. Mis Quarterly, 28(4), 695-704.   DOI
16 Huang, Y., Singh, P. V., & Ghose, A. (2015). A structural model of employee behavioral dynamics in enterprise social media. Management Science, 61(12), 2825-2844. https://doi.org/10.1287/mnsc.2014.2125   DOI
17 Kyewski, E., & Kramer, N. C. (2018). Computers & Education To gamify or not to gamify ? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers & Education, 118(November 2017), 25-37. https://doi.org/10.1016/j.compedu.2017.11.006   DOI
18 Landers, R. N., & Callan, R. C. (2011). Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training. Springer-Verlag London, 399-423. https://doi.org/10.1007/978-1-4471-2161-9
19 Landers, R. N., & Landers, A. K. (2014). An Empirical Test of the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-Task and Academic Performance. Simulation and Gaming, 45(6), 769-785. https://doi.org/10.1177/1046878114563662   DOI
20 Yang, H. C., Cho, H. Y., & Lee, W. D. (2015). Multi-dimensional Emotional Intelligence Effects on Intrinsic/Extrinsic Motivation and Job Satisfaction: Analysis Using Laborer Perceived Organizational Support. The Journal of Business Economics and Environmental Studies, 5(4), 13-18. https://doi.org/10.13106/eajbm.2015.vol5.no4.13.   DOI
21 Kaushik, S. (2014). The game is on. Nature, 509(7499), 134-134. https://doi.org/10.1038/509134b   DOI
22 Martin, A. J. (2006). The relationship between teachers' perceptions of student motivation and engagement and teachers' enjoyment of and confidence in teaching. Asia-Pacific Journal of Teacher Education, 34(9), 73-93. https://doi.org/10.1017/CBO9781107415324.004   DOI
23 Martinez-Sanchez, A., Perez-Perez, M., Jose Vela-Jimenez, M., & de-Luis-Carnicer, P. (2008). Telework adoption, change management, and firm performance. Journal of Organizational Change Management, 21(1), 7-31. https://doi.org/10.1108/09534810810847011   DOI
24 Mulcahy, R., Russell-bennett, R., & Iacobucci, D. (2018). Designing gamified apps for sustainable consumption: A field study. Journal of Business Research, (October), 1-11. https://doi.org/10.1016/j.jbusres.2018.10.026   DOI
25 Reiners, T., & Wood, L. C. (2015). Gamification in Education and Business. Springer International Publishing.
26 Neeli, B. K. (2012). A Method to Engage Employees Using Gamification in BPO Industry. 2012 Third International Conference on Services in Emerging Markets. https://doi.org/10.1109/icsem.2012.27   DOI
27 Nguyen, L. G. T., & Pham, H. T. (2020). Factors Affecting Employee Engagement at Not-For-Profit Organizations: A Case in Vietnam. The Journal of Asian Finance, Economics and Business, 7(8), 495-507. https://doi.org/10.13106/jafeb.2020.vol7.no8.495   DOI
28 Perryer, C., Amanda, N., Scott-ladd, B., & Leighton, C. (2016b). Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy. International Journal of Management Education, 14(3), 327-335. https://doi.org/10.1016/j.ijme.2016.07.001   DOI
29 Rodrigues, L. F., Oliveira, A., & Costa, C. J. (2016). Does ease-of-use contributes to the perception of enjoyment? A case of gami fi cation in e-banking. Computers in Human Behavior, 61, 114-126. https://doi.org/10.1016/j.chb.2016.03.015   DOI
30 Schiemann, W. A. (2011). People Equity: A New Paradigm for Measuring and Managing Human Capital. Metrus Group, Inc.
31 Sobocinki, M. (2017). I gamified my courses and I hate that.... World Journal of Science, Technology and Sustainable Development, 12(3), 194-205.
32 Suh, A. (2015). Applying Game Design Elements in the Workplace. Proceedings of the 36th International Conference on Information Systems (ICIS), 1-11. https://doi.org/10.1016/j.marpetgeo.2011.11.009   DOI
33 Tremblay, M. A., Blanchard, C. M., Taylor, S., Pelletier, L. G., & Villeneuve, M. (2009). Work Extrinsic and Intrinsic Motivation Scale. PsycTESTS Dataset. https://doi.org/10.1037/t01417-000   DOI
34 Xu, F., Buhalis, D., & Weber, J. (2017b). Serious games and the gamification of tourism. Tourism Management, 60. https://doi.org/10.1016/j.tourman.2016.11.020   DOI
35 Wang, A. I., & Lieberoth, A. (2016). The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using kahoot! Proceedings of the European Conference on Games-Based Learning, 2016-Janua(October), 738-746.
36 Werbach, K. (2014). (Re) Defining Gamification: A Process Approach Gamification as a Process. Persuasive Technology Lecture Notes in Computer Science Volume 8462, 266-272.
37 Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business.
38 Deci, E., Koestner, R., & Ryan, R. (2001). Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. Review of Educational Research, 71(1), 1-27. Retrieved from http://edci6300introresearch.pbworks.com/f/Decietal2001extrinsicmotivation.pdf   DOI
39 Burke, B. (2014). Gamify: How Gamification Motivates People to Do Extraordinary Things. Bibliomotion. https://doi.org/10.1017/CBO9781107415324.004   DOI
40 Bunchball (2014). Gamification 101: An Introduction to the Use of Game Mechanics to Influence Behavior. http://www.bunchball.com/sites/default/files/downloads/gamification101.pdf
41 Zimmermann, M., Schopf, D., Lutteken, N., Liu, Z., Storost, K., Baumann, M., & Bengler, K. J. (2018). Carrot and stick: A game-theoretic approach to motivate cooperative driving through social interaction. Transportation Research Part C: Emerging Technologies, 88, 159-175. https://doi.org/10.1016/j.trc.2018.01.017   DOI
42 Gonzalez-Roma, V., Schaufeli, W. B., Bakker, A. B., & Lloret, S. (2006). Burnout and work engagement: Independent factors or opposite poles? Journal of Vocational Behavior, 68(1), 165-174. https://doi.org/10.1016/j.jvb.2005.01.003   DOI
43 Lee, C. L., & Yang, H. J. (2011). Organization structure, competition and performance measurement systems and their joint effects on performance. Management Accounting Research, 22(2), 84-104. https://doi.org/10.1016/j.mar.2010.10.003   DOI