Identifying and Modeling Factors Affecting Success or Failure of Gamification in Organizational Training

Document Type : Original Article

Authors

1 Faculty of Computer Science and Engineering

2 Ph.D. Student, Faculty of Educational Sciences and Psychology, Shahid Beheshti University, G.C., Tehran, Iran.

3 Graduate Student, Faculty of Computer Science and Engineering, Shahid Beheshti University, G.C., Tehran, Iran.

4 Assistant Professor, Faculty of Educational Sciences and Psychology, Shahid Beheshti University, G.C., Tehran, Iran.

10.22054/dcm.2020.54187.1002

Abstract

The importance of training in organizations cannot be overlooked. This has motivated organizational decision-makers to look for new ways for achieving proper training in order to reach their organizational goals. Nowadays, one of new approaches to realize the training and gaining an effective output is gamification. Many factors can influence the use of this new approach in organizational training. Therefore, the present research seeks to identify and model the factors affecting on success and failure of gamification in organizational training. Accordingly, qualitative research method is used in this research. Also, three processes is conducted to collect data needed to answer the research question. In the first step, semi-structured interview is used to identify the factors affecting on gamification of organizational training. In the second step, the Interactive Management (IM) method is used to identify and extract the most important factors among the identified factors of the previous step. Finally, Interpretive Structural Modelling (ISM) software was used to model the factors and determine the causal relationships among them. The results demonstrate seven important factors which are respectively staff demographic characteristics, availability of infrastructure and facilities, staff information literacy, staff attitudes toward gamification, management attitudes towards gamification, gradual inclusion of gamification in the training process, and rich (learning) content. At the end, the research findings have been discussed.

Keywords