Title of article
Identifying and Modeling Factors Affecting Success or Failure of Gamification in Organizational Training
Author/Authors
Vahidi-Asl, Mojtaba Faculty of Computer Science and Engineering - Shahid Beheshti University - G.C. - Tehran, Iran , Aghazadeh-Par, Faezeh Faculty of Computer Science and Engineering - Shahid Beheshti University - G.C. - Tehran, Iran , Jaafari-Far, Zohre Faculty of Computer Science and Engineering - Shahid Beheshti University - G.C. - Tehran, Iran , Haji Zeinolabedini, Mohsen Faculty of Computer Science and Engineering - Shahid Beheshti University - G.C. - Tehran, Iran
Pages
30
From page
55
To page
84
Abstract
The importance of training in organizations cannot be overlooked. This has motivated organizational decision-makers to look for new ways of achieving proper training in order to reach their organizational goals. Nowadays, one of the new approaches to realize the training and gaining an effective output is gamification. Many factors can influence the use of this new approach to organizational training. Therefore, the present research seeks to identify and model the factors affecting the success and failure of gamification in organizational training. Method: Accordingly, a qualitative research method is used in this research. Also, three processes are conducted to collect the data needed to answer the research question.Findings: In the first step, a semi-structured interview is used to identify the factors affecting the gamification of organizational training. In the second step, the Interactive Management (IM) method is used to identify and extract the most important factors among the identified factors of the previous step.Conclusion: Finally, Interpretive Structural Modelling (ISM) software was used to model the factors and determine the causal relationships among them. The results demonstrate seven important factors: staff demographic characteristics, availability of infrastructure and facilities, staff information literacy, staff attitudes toward
gamification, management attitudes towards gamification, gradual inclusion of gamification in the training process, and rich (learning) content.
Keywords
Interactive management , Organizational training , Gamification
Journal title
international journal of digital content management
Serial Year
2020
Record number
2692343
Link To Document