Gamification inducing creative ideation: a parallel mediation model
K.S. Nivedhitha and
A.K. Sheik Manzoor
Behaviour and Information Technology, 2020, vol. 39, issue 9, 970-994
Abstract:
Gamification has created interesting dimensions in the workplace through the application of game elements. Game dynamics, triggered by game elements, have received attention because of their significant influence on employees’ engagement, performance, and knowledge contribution. While recent research has explored the significance of game elements, there has been insufficient focus on the relations among game dynamics, user experience, and creative ideation. Subsequently, this research aims to investigate the effect of game dynamics on creative ideation. Inspired by the broaden-and-build theory and other research on cognitive processes, this study introduced two parallel mediators: transcendent and intellectual experiences. To test the research model, 508 samples were administered to employees of an IT organisation that has incorporated gamification along with enterprise social network. The results demonstrated partial mediation between the game dynamics (collaboration and network exposure) and creative ideation, and full mediation between time pressure and creative ideation. A stronger mediating effect of transcendent experience was found between collaboration and creative ideation, and a stronger mediating effect of intellectual experience was found between time pressure and creative ideation. The results of the study pave the way for future research into game dynamics and their effect on creative ideation through specific user experiences.
Date: 2020
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Persistent link: https://EconPapers.repec.org/RePEc:taf:tbitxx:v:39:y:2020:i:9:p:970-994
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DOI: 10.1080/0144929X.2019.1635646
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