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Stakeholders' design preferences for instructional gamification
Univ Gothenburg, Dept Appl Informat Technol, Gothenburg, Sweden; Nord Univ, Fac Social Sci, Levanger, Norway.ORCID iD: 0000-0003-0943-6022
2024 (English)In: Behavior and Information Technology, ISSN 0144-929X, E-ISSN 1362-3001, Vol. 43, no 12, p. 2717-2749Article in journal (Refereed) Published
Abstract [en]

There is increasing interest in incorporating game design elements in workplace learning, known as instructional gamification. Despite initial positive indications, there is still a need for a deeper understanding of how organisational stakeholders play a role in implementing instructional gamification. This study employed an explanatory sequential mixed-methods approach to identify and understand stakeholders' instructional gamification design preferences and how these preferences might impact their endorsement of instructional gamification. A survey of 231 individuals at a software company was conducted to gather data on stakeholders' preferences for instructional gamification. This was followed by in-depth interviews with eight employees to further enhance the understanding of stakeholders' instructional gamification design preferences. The quantitative findings revealed four interrelated factors concerning the instructional gamification design preferences of the three stakeholder groups. However, the qualitative findings revealed that the stakeholder groups interpreted the items differently. By integrating the quantitative and qualitative findings, the study provides a comprehensive understanding of the factors that enable or hinder stakeholders' endorsement of instructional gamification in workplace learning. The study also presents four design propositions that facilitate stakeholder endorsement of gamified learning artifacts. The findings have both theoretical and practical implications for designing and implementing instructional gamification in workplace learning environments.

Place, publisher, year, edition, pages
Informa UK Limited , 2024. Vol. 43, no 12, p. 2717-2749
Keywords [en]
Content-structural gamification, hedonic and utilitarian dimensions, information technology design, workplace learning stakeholders, mixed method, factor analysis
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:mdh:diva-73491DOI: 10.1080/0144929X.2023.2255905ISI: 001063357300001Scopus ID: 2-s2.0-85170712417OAI: oai:DiVA.org:mdh-73491DiVA, id: diva2:2001881
Available from: 2025-09-29 Created: 2025-09-29 Last updated: 2025-10-10Bibliographically approved

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Palmquist, Adam

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf