The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models
Abstract
:1. Introduction
2. Research Method
- (1)
- What does the literature tell us about how the concept of gamification has evolved in enterprises over the last decade?
- (2)
- How have established value models enriched knowledge on enterprise gamification acceptance?
3. Literature Review
3.1. Gamification, Playful Design, and Serious Games and Toys
3.2. Conceptual Research on Gamification with an Enterprise Focus
3.3. Empirical Research on Enterprise Gamification Acceptance
4. Enterprise Gamification Acceptance: Towards a Value-Based Framework
Potential Value Frameworks and Approach for Gamification Acceptance Progression
- (1)
- The Total Consumption Values (TCV) model addresses why consumers make the choices they do; and identifies five consumption value dimensions influencing consumer choice behaviour [63]. TCV includes diverse kinds of values that explain consumer choice and integrates various consumption models and frameworks that were derived from a large literature review survey; hence, it provides a broad understanding of consumers’ experiences. The model suggests that a particular choice may be determined by one value dimension or influenced by several [63,64], including:
- (i)
- Functional value: This tracks economic utility theory and assumes economic rationalism. The consumers’ conclusions to purchase or use a product or service justify this value dimension, and it is based on how well the features of the consumable item satisfy the consumers’ practical needs.
- (ii)
- Social value: This value dimension is derived from the symbolic significance of a product. It involves visible products or services that are shared with others and are chosen as a result of the perceived social image.
- (iii)
- Emotional value: This value dimension influences judgments because of a product’s prospect to provoke emotions when it is used. For example, beauty can add emotional value to a product.
- (iv)
- Epistemic value: This value dimension is triggered when a new product or service is being explored. It considers when a user is curious about something, bored with a product or is simply excited about experimenting with something new.
- (v)
- Conditional value: This value dimension applies to products or services whose value is connected to use in a distinct context. Typically, a functional or social value would arise in a condition when there is a need.
- (2)
- The Means End Chain (MEC) approach originates from the recognized that consumer values are crucial for understanding behaviour in the marketplace. MEC discovers the forms of consumption values and asserts that attributes of the product or service have a role in the means by which consumers (end-user of systems) attain goals [65,66]. Specifically, the approach suggests that consumer knowledge is hierarchically organised into three levels of abstraction—attributes, consequences and values. MEC analysis links perceived product attributes to values, hence reducing a gap in existing theory at the time of its development [65]. The approach can therefore be valuable for future enterprise gamification studies, which attempt to examine the value and goals of users (or adopters) of gamified systems in the enterprise [67].
- (3)
- Day Reconstruction Method (DRM) reproduces data derived from probing experiences in real time and is contended to be more efficient than the rather similar Experience Sampling Method (ESM) for several reasons. Generally, DRM reduces disruption of normal activities, documents time and budget data and inflicts minimal burden on respondents, thus providing an examination of episodes over a full day as opposed to sampling [68]. Research on smartphone user experience has employed a modification of the method [69], where participants were invited to present their experiences three times a day. Based on the original DRM, however, participants are requested to document unique experiences with specific products or services once a day. By increasing the frequency of sampling, participants can forget less, and thus, for future research on enterprise gamification acceptance, it is necessary to note such limitations.
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Sam-Epelle, I.; Olayinka, O.; Jones, P. The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models. Sustainability 2022, 14, 9251. https://doi.org/10.3390/su14159251
Sam-Epelle I, Olayinka O, Jones P. The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models. Sustainability. 2022; 14(15):9251. https://doi.org/10.3390/su14159251
Chicago/Turabian StyleSam-Epelle, Ibelema, Olakunle Olayinka, and Peter Jones. 2022. "The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models" Sustainability 14, no. 15: 9251. https://doi.org/10.3390/su14159251
APA StyleSam-Epelle, I., Olayinka, O., & Jones, P. (2022). The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models. Sustainability, 14(15), 9251. https://doi.org/10.3390/su14159251