top of page
Buscar

Creating employment and opportunities, engagement, collaboration in a peer-to-peer environment using gamification

  • Nhial Manyang
  • 31 mar
  • 2 Min. de lectura

Gamification has been used to encourage adult employment in contexts where organizations can offer resources to encourage peer employment and where individuals must constantly improve their knowledge, skills, and capacity.


Different technology-based initiatives, such as e-learning and e-training, have been implemented through gamification as more effective ways to keep adults and migrants more involved in rural employment [1]. ‘’Gamification is the process of transforming any activity, system, service, product, or organizational structure to provide a game-like experience, with the final aim of affecting users’ behaviors’’ (Bitrián et al., 2023). 


Critically, gamification of training should not be attempted until there is a clear and specific issue with the way training continues to be conducted. The best use cases for gamification are when training evaluation findings point to particular motivational or affective deficiencies (Landers et al., 2019). Gamification promotes self-learning among users and enforces a greater online presence in services related to business and employment, along with online expert communities such as Stack Exchange networks and LinkedIn.


We believe that participating in those networks results in an extensive awareness about the demands of job opportunities [2]. Gamification encourages older people to stay active while also providing them with opportunities for work. However, the traditional gamification method has only taken this into account by offering exciting pleasurable gaming experiences, with the belief that the gameplay itself helps to increase an individual's intrinsic incentive to play [3].


Therefore, the worker with narrative gamification is effectively not only physically but also psychologically and emotionally developed in creative work practices, self-directed goals, and in relation to personal and organizational values.


[1] Bitrián, P., Buil, I., Catalán, S., & Hatfield, S. (2023). The use of gamification strategies to enhance employees’ attitudes towards e-training systems. The International Journal of Management Education21(3), 100892. https://doi.org/10.1016/j.ijme.2023.100892


[2] Mattila, J., Leinonen, E., Hietaniemi, I., Firouzian, A., & Pulli, P. (2018, September). Developing a gamified platform to involve unemployed youth in job-seeking activities. In 19th International Conference on Intelligent Games and Simulation, GAME-ON 2018. Eurosis-ETI. https://urn.fi/URN:NBN:fi-fe2019090627199


[3] Seo, K., Fels, S., Kang, M., Jung, C., & Ryu, H. (2021). Goldilocks conditions for workplace gamification: How narrative persuasion helps manufacturing workers create self-directed behaviors. Human–Computer Interaction36(5-6), 473-510. https://doi.org/10.1080/07370024.2020.1744145

 


 
 
 

Comments


Games4You

ERASMUS+2023-2KA210-ADU-000174J66

©2024 por Games4You. 

The  product  developed  here  as  part  of  the  Erasmus+  project  "Games4You ERASMUS+2023-2KA210-ADU-000174J66"  was developed with the support of the European Commission and reflects exclusively the opinion of the author. The European Commission is not responsible for the content of the documents

The publication obtains the Creative Commons Licence CC BY- NC SA.

unnamed (2).png

This license allows you to distribute, remix, improve and build on the work, but only non-commercially. When using the work as well as extracts from this must

1.be mentioned the source and a link to the license must be given and possible changes have to be mentioned. The copyrights remain with the authors of the documents.

2.the work may not be used for commercial purposes.

3.If you recompose, convert or build upon the work, your contributions must be published under the same license as the original. Disclaimer

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.

bottom of page