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The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal

Mario Passalacqua (), Pierre-Majorique Léger (), Sylvain Sénécal (), Marc Fredette (), Lennart E. Nacke (), Xinli Lin (), Karine Grande (), Nicolas Robitaille (), Liza Ziemer () and Tony Caprioli ()
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Mario Passalacqua: HEC Montreal
Pierre-Majorique Léger: HEC Montreal
Sylvain Sénécal: HEC Montreal
Marc Fredette: HEC Montreal
Lennart E. Nacke: University of Waterloo, Stratford School of Interaction Design and Business
Xinli Lin: JDA Software
Karine Grande: JDA Software
Nicolas Robitaille: JDA Software
Liza Ziemer: JDA Software
Tony Caprioli: JDA Software

A chapter in Information Systems and Neuroscience, 2019, pp 187-194 from Springer

Abstract: Abstract Engagement, or rather lack thereof has become a major issue because of its negative impact on productivity. Recently, gamification has successfully been implemented into corporate technological interfaces to increase engagement of employees. This paper proposes a theory-driven experiment that examines the impact a gamified interface has on engagement and performance of workers in a warehouse-management task. Specifically, the experiment proposed in this paper compares how the integration of two different types of goal-setting (self-set goals or assigned goals) into a warehouse-employee interface will affect engagement and performance.

Keywords: Engagement; Performance; Gamification; Information systems; Electroencephalography (search for similar items in EconPapers)
Date: 2019
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Persistent link: https://EconPapers.repec.org/RePEc:spr:lnichp:978-3-030-01087-4_23

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DOI: 10.1007/978-3-030-01087-4_23

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