TY - GEN
T1 - Preconceptions towards gamifying work
T2 - International Academic Mindtrek Conference
AU - Wallius, Eetu
AU - Klock, Ana Carolina Tomé
AU - Eronen, Vilhelmiina
AU - Hamari, Juho
N1 - Funding Information:
This work was supported by European Union Regional Development Fund and conducted as a part of the Satadilogis project (A74723) and by Academy of Finland Flagship Programme [337653 -Forest-Human-Machine Interplay (UNITE)].
Publisher Copyright:
© 2021 ACM.
PY - 2021/6/1
Y1 - 2021/6/1
N2 - While research is increasingly investigating gamification in occupational environments, little in-depth analyses focus on understanding employees' perceptions of gamified work. To address this gap, this paper presents a thematic analysis drawing on ten interviews among maritime port employees to elaborate on their preconceptions towards work gamification. By offering contextualized insights, our results detail how competition-based gamification, as well as those highlighting individual performance, are perceived as detrimental for the collaborative pursuit of work, while raising concerns related to organizational outcomes, such as safety and work quality. Moreover, employees believed there is a boundary between work and play which could be difficult to breach, while inherent qualities were perceived as the main motivational characteristics of work. Our results highlight how gamification at a workplace should not contradict or undermine organizational values, especially teamwork, but conform to them in order to enhance occupational well-being and fluency. Moreover, gamification should enhance intrinsically motivating aspects of work instead of entirely altering how the work is perceived.
AB - While research is increasingly investigating gamification in occupational environments, little in-depth analyses focus on understanding employees' perceptions of gamified work. To address this gap, this paper presents a thematic analysis drawing on ten interviews among maritime port employees to elaborate on their preconceptions towards work gamification. By offering contextualized insights, our results detail how competition-based gamification, as well as those highlighting individual performance, are perceived as detrimental for the collaborative pursuit of work, while raising concerns related to organizational outcomes, such as safety and work quality. Moreover, employees believed there is a boundary between work and play which could be difficult to breach, while inherent qualities were perceived as the main motivational characteristics of work. Our results highlight how gamification at a workplace should not contradict or undermine organizational values, especially teamwork, but conform to them in order to enhance occupational well-being and fluency. Moreover, gamification should enhance intrinsically motivating aspects of work instead of entirely altering how the work is perceived.
KW - Gamification
KW - logistics
KW - motivation
KW - preconceptions
KW - work
U2 - 10.1145/3464327.3464368
DO - 10.1145/3464327.3464368
M3 - Conference contribution
AN - SCOPUS:85115051717
T3 - ACM International Conference Proceeding Series
SP - 128
EP - 133
BT - Academic Mindtrek 2021 - Proceedings of the 24th International Academic Mindtrek Conference
PB - ACM
Y2 - 1 June 2021 through 3 June 2021
ER -