A Proposal of SNS to Improve Member’s Motivation in Voluntary Community Using Gamification
Article Summary
This article dwells upon the use of gamification tools to motivate people to participate in voluntary communities through the improvement of communication within the groups. The researchers explore the influence of the use of social networking services (SNSs) on members’ motivation to take an active part in the community’s activities. One of the goals of the researchers was to identify the major peculiarities of an effective SNS to introduce the corresponding service. The researchers developed a social networking service (f-Simo) and examined its use in a local university. The research is based on the quantitative analysis of data although elements of the qualitative research (several brief interviews) are also employed.
The researchers look into characteristics of the games utilized and identify seven major aspects: the use of badges, names, and scores, graphic interfaces, virtual currency, rewards, assignments, simple games between activities. Before the experiment, the researchers conducted surveys to identify barriers to members’ motivation. Two major problems reported were the difficulty to acknowledge the benefits of the practice and the inability to see other members’ achievements. The authors developed the service based on the features of used games and with regards to the barriers outlined. The quantitative analysis of the members’ participation shows that the developed services proved to be efficient. The number of practice sessions, as well as practice time, increased significantly three weeks after the start of the experiment. The researchers also conclude that the use of badges, names, and scores of members, as well as assignments promoting collaborative work, affects positively members’ motivation.
Problem Statement
After the analysis of existing games and students’ accounts of barriers to participation in voluntary communities, the researchers developed and evaluated a social networking service aimed at improvement of voluntary community members’ motivation.
Research Questions
Although there are no particular research questions outlined, it is possible to formulate the research questions as follows:
RQ1: What features of SNSs positively correlate with the motivation of voluntary communities’ members?
RQ2: How can the developed SNS affect the members’ motivation?
The research questions outlined are valid as they enable the researchers to develop and evaluate an effective gamification tool that motivates members of a group to communicate more effectively and participate fully.
Methodology
- Quantitative analysis – deductive, descriptive
- The game developed based on existing games
- The variables included the number of practice sessions, the amount of practice time, members’ attitudes towards the avatar change, graphic representations of ranking and practice time, and the ties within a group
- The methods used to analyze the data were t-tests
- A Scatter diagram (as well as tables) is used to report the results of the research
The methodology is chosen effectively as the researchers are interested in evaluating particular variables that reveal the level of members’ participation. The researchers employ elements of qualitative design to assess students’ ideas concerning particular barriers to their full participation. This enables the researchers to develop an efficient gamification tool characterized by particular features. The variables are also chosen wisely as they help evaluate the effectiveness of the new game. The researchers focus on the number of sessions and time spent playing, which can be regarded as the most illustrative aspects of participation. It is also necessary to add that the use of quantitative design is valid as it provides numerical data that show particular changes if any.
Analysis
The researchers attempted to evaluate the effectiveness of a gamification tool and utilized an effective research design. However, it is associated with several limitations. The number of participants (25 male and females) is insufficient to generalize the data (p. 86). The basic sample bias was not met. The samples were students, which can make the tool inappropriate for working people who may have less time to spend playing. The time devoted to tool testing was also limited. It is noteworthy that the period from November to December can be regarded as quite busy for students.
Irrespective of some limitations, the research contributes to the scope of knowledge concerning the use of the gamification concept in the working place. The tool can be utilized in working settings effectively. The study shows that the game facilitates communication between members of groups, which can be used in private sector companies. The game also positively affected the participants’ collaboration, which can be utilized in the business environment. The cohort of students is usually diverse, and, hence, the game can be used in companies where employees pertain to different cultures (Western and Islamic). The difference between the attitudes of Western and Asian students can be analyzed to develop gamification tools that will be used in the diverse Emirati contexts. This research unveils particular features valued by potential players. Further research can focus on the use of the game in private-sector companies in Dubai. The developers of gamification tools can utilize this study’s findings.
Gamification for Workplace: Mobile Application to Motivate Lecturers Towards a Satisfied Job Performance
Article Summary
This study dwells upon the utilization of gamification tools in the working place. The researchers evaluated the correlation between the use of games and employees’ motivation. The researchers evaluate the effectiveness of a mobile application in the academic setting. The case study design was used to assess the correlation between the use of games and performance management (motivation, to be more precise). The faculty of a Malaysian university took part in the research. The research involved pre-test and post-test interviews. The researchers focused on such categories as participants’ understanding of the gamification concept, their attitudes towards games, and their effects on employees’ performance, competition (extrinsic motivation) and reward (intrinsic motivation). During the first phase, the participants reported about the need for change. The test involved the use of an Android-based application that concentrated on competition, reward and recognition from authority. The researchers provide a comparison of the pre-test and post-test answers. During the post-test interviews, the majority of participants (75%) reported that games positively affect employees’ motivation and performance. The participants believed that the use of games would make their working environment “fun” and more engaging, which would positively affect their performance (p. 14).
Problem Statement
By implementing pre-test and post-test interviews, this study attempts to identify employees’ attitudes towards the use of gamification and its effects on their motivation and performance.
Research Questions
RQ1: How could games facilitate employees’ performance?
RQ2: What factors affect employees’ performance as related to gamification?
These questions are relevant to the purpose of the paper as they enable the researchers to evaluate the correlation between employees’ motivation, as well as overall performance, and the use of the gamification concept. At the same time, it could be beneficial to formulate another research question concerning the employees’ motivation and the way it is affected by the use of gamification tools.
Methodology
- Qualitative case study – deductive, descriptive
- The use of a mobile application is evaluated
- The interviews were held in two phases (pre-test and post-test interviews)
- The data were assessed with the use of Nvivo
- The analysis of the participants’ interviews led to the identification of such themes as gamification, extrinsic and intrinsic motivation, competition, rewards, and performance management
The methodology is relevant as it addresses the research questions and the purpose of the study. The researchers stress that the qualitative design is chosen as the study focuses on the existing trends and social phenomena (p. 11). More so, the researchers are interested in the participants’ attitudes and beliefs, not specific outcomes manifested through the changes in the performance of some groups of employees or the entire organization. The qualitative design is associated with a significant degree of bias, but the focus of the study is people’s attitudes rather than particular indicators of performance, which makes the qualitative design appropriate.
Analysis
The study provides insights into employees’ attitudes towards the use of the gamification concept in the working setting. The research is consistent with the recent findings concerning the efficiency of games used in working places. The use of a mobile application has proved to motivate employees and improve their performance as seen by the participants. The research has several limitations. First, it is characterized by the bias related to the qualitative design. The participants’ ideas rather than specific indicators are used to evaluate the efficiency of a game. However, the researchers look into people’s assessment of the use of the gamification concept, which is also vital. It is essential to understand these attitudes as it will unveil the degree to which the games can be used. Another limitation is concerned with the number of participants (which is not outlined). The academic sphere can differ from other spheres such as private-sector companies. Nonetheless, the approach used by the researchers can be employed to evaluate the use of the gamification concept in the private-sector firms’ environment. Another limitation is that it can be difficult to evaluate the application as a few details are provided.
Irrespective of the limitations, the study in question contributes significantly to the bulk of knowledge concerning the use of the gamification concept in the working environment. Employees react positively to the use of games aimed at improving performance, motivation, and so on. It is possible to add that the research also provides insights into the use of games aimed at improving communication within the organization. Employees who are motivated properly are likely to invest more effort in the development of proper communication channels to increase the productivity of employees as well as the entire organization.
References
Meng, C.K., Hamzah, M., Andrians, R.M. (2015). Gamification for Workplace: Mobile Application to Motivate Lecturers Towards a Satisfied Job Performance. Australian Journal of Basic and Applied Sciences, 9(26), 9-15.
Otake, K., Shinozawa, Y., Sakurai, A., Oka, M., Uetake, T., & Sumita, R. (2015). A Proposal of SNS to Improve Member’s Motivation in Voluntary Community Using Gamification. International Journal of Advanced Computer Science and Applications, 6(1), 82-88.