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 Education, 21(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 Interaction, 36(5-6), 473-510. https://doi.org/10.1080/07370024.2020.1744145
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