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Gamification as a Means of Workplace Performance Improvement

Título: Gamification as a Means of Workplace Performance Improvement

Tesis (Bachelor) , 2015 , 50 Páginas , Calificación: 2,3

Autor:in: John Peacock (Autor)

Gestión de recursos humanos - Otros
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Resumen Extracto de texto Detalles

This thesis explores how gamification might be implemented to lessen the problems associated with of the Dunning-Krüger Effect and Imposter Syndrome within commercial organizations.

The thesis attempts to discern if and to what extent gamification can be used as a systemically integrated concept to provide superior training opportunities and facilitate an open, unbiased feedback culture within organizations with the goal of alleviating the previously noted metacognitive deficiencies. Moreover, successful implementations of gamification are reviewed to determine whether or not they are useful in achieving these goals of providing better, more frequent performance feedback and training opportunities to employees.

The specific research questions are stated clearly as follows: Can gamification prevent or remedy problems associated with the Dunning-Kruger Effect and the Imposter Syndrome? If yes, which elements of gamification are helpful in achieving this goal? What inherent risks exist in doing so?

Extracto


Table of Content

1 Introduction

1.1 Research Questions

1.2 Methodology

1.3 Structure

2 Performance Feedback

2.1 Necessity of Performance Feedback

2.2 Survey

2.3 Dunning-Kruger Effect

2.4 Impostor Syndrome

2.5 Johari Window

3 Gamification

3.1 The Value of Games

3.2 Definition of Gamification

3.3 Elements of Gamification

3.4 Maslow’s Hierarchy of Needs

3.5 Intrinsic and Extrinsic Rewards

3.6 The State of Flow

4 Practical Applications

4.1 Application 1: Delta Airlines

4.2 Application 2: Deloitte

4.3 Application 3: Rypple

4.4 Overview of Reviewed Gamification Elements

5 Challenges and Risks of Gamification

6 Conclusion

7 Appendix

7.1 Survey Questions

7.2 Raw Survey Responses

Research Objective and Core Themes

This thesis investigates whether and to what extent gamification can be integrated as a systematic concept to provide superior training and foster an unbiased feedback culture in organizations, specifically aiming to alleviate metacognitive deficiencies like the Dunning-Kruger Effect and Impostor Syndrome.

  • Analysis of the Dunning-Kruger Effect and Impostor Syndrome as barriers to performance.
  • Evaluation of the role of performance feedback mechanisms in the workplace.
  • Exploration of game-design elements and their theoretical foundations (e.g., Maslow's Hierarchy, Flow).
  • Review of practical enterprise gamification applications at Delta Airlines, Deloitte, and Rypple.
  • Critical examination of the challenges and risks associated with gamifying professional environments.

Excerpt from the Book

1 Introduction

Performing well in a professional context generally requires an understanding of one’s own strengths and weaknesses, talents and deficits. Actually possessing the ability to properly gauge one’s own skills is, however, often a difficult talent to master. In the late 1990s, researchers David Dunning and Justin Kruger (1999) carried out several studies to prove something that philosophers, poets and great thinkers had stated many times throughout history: People who are deficient in true skill often fail to recognize it and thus overestimate their abilities. As Shakespeare, whom Dunning and Kruger quote in their research, famously stated it: "The Foole doth thinke he is wise, but the wiseman knowes himselfe to be a Foole." (Shakespeare n.d, Act V, Scene i)

Dunning and Kruger’s research, along with additional, subsequent studies (Dunning et al. 2003; Ehrlinger and Dunning 2003; Ehrlinger et al. 2008) in this field, have been successful in statistically demonstrating this phenomenon and have also uncovered another curious revelation: The most skilled of individuals tend to underestimate their ability. In fact, Dunning and Kruger’s research confirmed that most individuals – relatively skilled or unskilled – tend to rate themselves as slightly above average regardless of actual performance. The researchers were able to demonstrate that unbiased feedback and training are successful in alleviating this error in judgement.

Another, similar phenomenon also poses an equally pressing problem for organizations: The Impostor Syndrome (IS). The first research into the IS took place in the 1970s when psychology researchers Pauline Clance and Suzanne Imes (1978) observed that many high performing, female employees often described their achievements as perceived fraud. Additional research strongly suggests that at least as many men suffer from this condition (Laursen 2008; Vergauwe et al. 2014). It has been observed that those who suffer from the IS exhibit several behaviors that are detrimental and limiting to their professional lives. Research suggests, as with the Dunning-Kruger effect, that unbiased feedback and training may reduce the effects of this problem.

Summary of Chapters

1 Introduction: Introduces the research problem regarding self-assessment deficiencies in the workplace and outlines the potential role of gamification as a remedial concept.

2 Performance Feedback: Defines feedback mechanisms and analyzes survey data on current workplace feedback practices, alongside an examination of the Dunning-Kruger Effect, Impostor Syndrome, and the Johari Window.

3 Gamification: Explores the theoretical foundations of games, the definition and elements of gamification, and psychological models like Maslow’s Hierarchy of Needs and the state of flow.

4 Practical Applications: Reviews three real-world enterprise case studies—Delta Airlines, Deloitte, and Rypple—to evaluate how gamification elements are implemented in training and feedback.

5 Challenges and Risks of Gamification: Discusses the limitations, potential for addictive behavior, ethical concerns, and practical implementation hurdles of gamified systems in a corporate setting.

6 Conclusion: Synthesizes findings, emphasizing the need for diligent design, and suggests that while gamification holds promise, further research is required to fully understand its long-term effects.

Keywords

Gamification, Performance Feedback, Dunning-Kruger Effect, Impostor Syndrome, Employee Training, Motivation, Flow, Self-Assessment, Organizational Culture, Serious Games, Metacognitive Deficiencies, Intrinsic Motivation, Extrinsic Rewards, Professional Performance, Feedback Systems.

Frequently Asked Questions

What is the core focus of this research?

This thesis examines the intersection of workplace performance, metacognitive self-assessment errors (specifically the Dunning-Kruger Effect and Impostor Syndrome), and the potential for gamification to act as a systemically integrated solution to improve feedback and training.

What are the central themes covered in the paper?

The core themes include the psychology of self-assessment, the importance of effective performance feedback, the theory behind game mechanics, practical business case studies of gamification, and the associated risks and challenges for organizations.

What is the primary research goal?

The goal is to determine if gamified systems can provide a superior training environment and foster an unbiased feedback culture that helps employees more accurately understand their own performance levels.

Which scientific methods were employed?

The research methodology involves an analysis of academic literature, psychological research on cognitive biases, and a descriptive survey conducted to gather data on the current workforce's perception of existing feedback systems.

What does the main part of the thesis treat?

The main part systematically defines performance feedback, explores psychological conditions that hinder professional development, introduces the conceptual framework of gamification, analyzes its application in major companies, and evaluates the inherent risks of these systems.

Which keywords characterize this work?

The work is characterized by terms such as Gamification, Performance Feedback, Dunning-Kruger Effect, Impostor Syndrome, Motivation, and Flow.

How do "unexpected rewards" in gamification affect employees?

According to the thesis, unexpected rewards can potentially keep employees engaged longer than predictable systems by tapping into the innate human need to understand reward mechanisms, though they may also carry a risk of encouraging addictive behavior.

What is the relationship between the Johari Window and performance feedback?

The Johari Window serves as a model for visualizing personal and professional awareness. The thesis suggests that improving the feedback process in organizations helps "expand the arena" by transferring information from an employee's "blind spot" and "hidden area" into shared knowledge.

Why does the thesis caution against the use of "pointsification"?

The author notes that initial gamification efforts often relied too heavily on simple point systems ("pointsification"). Research indicates that these can become extrinsic motivators that diminish intrinsic motivation over time, whereas modern gamification aims for more holistic integration.

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Detalles

Título
Gamification as a Means of Workplace Performance Improvement
Universidad
University of Applied Sciences Berlin
Calificación
2,3
Autor
John Peacock (Autor)
Año de publicación
2015
Páginas
50
No. de catálogo
V366572
ISBN (Ebook)
9783668460980
ISBN (Libro)
9783668460997
Idioma
Inglés
Etiqueta
Gamification Motivation
Seguridad del producto
GRIN Publishing Ltd.
Citar trabajo
John Peacock (Autor), 2015, Gamification as a Means of Workplace Performance Improvement, Múnich, GRIN Verlag, https://www.grin.com/document/366572
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