Gamification as a Practice of Performance Improvement: The Role of Innovative Behavior

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Shavilla Auliansyah, Salwa Audrey Fidelia Purnomo, Arrahma Carine Suwarno, Muhammad Fajar Wahyudi Rahman

2024 2024 International Conference on Decision Aid Sciences and Applications, DASA 2024 Conference paper Cited by 1 Quartile

Abstract

Gamification has generated a lot of attention and controversy in organizations as many see it as a powerful tool to motivate individuals and increase activity in business. Not much research has been carried out in the context of gamification applied to the automotive sector in Indonesia. This research aims to try to understand the influence of gamification strategies on employee performance through individual innovative behavior among Mitsubishi dealer employees in Indonesia. A quantitative approach was chosen and applied in this study. Partial Least Square - Structural Equation Modeling (PLS-SEM) was applied as a data analysis technique supported by the Smart-PLS 4 computer software program with a sample size of 120 respondents. The findings of this study indicate that the gamification program has not been able to fully have a positive impact on employee performance, in this case the level of individual employee innovative behavior plays a full mediation role in making gamification in the workplace have a positive impact on improving employee performance. The novelty of this research is that it explores one specific outcome of gamified competition based on affordance theory. It analyzes the role of innovative behavior as a mediating factor and expands the scope of gamification literature by focusing on a workplace context driven by workplace design that incorporates competition through gamification. © 2024 IEEE.

Affiliations

Digital Business Study Program, Universitas Negeri Surabaya, Surabaya, Indonesia