Gamification Mechanics: A Framework for Business Perspective

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KDV Prasad, Mruthyanjaya Rao Mangipudi

Abstract

Aim: The purpose of this manuscript is to present a gamification mechanics framework an eight elements framework for the business environment and delineate how these mechanics are different from game and business/workplace considering gamification as an application of games in non-gaming contexts.


Design/Methodology/Approach:  The gamification mechanics has eight framework elements -- meaning, accomplishment, ownership, scarcity, employment, social influence, unpredictability, and avoidance. Each framework element has 4 sub-elements. Every framework element has described in detail where do they appear in the game vs where do they appear in the business/workplace and their relevance.


Approach: The eight-element gamification mechanics framework developed considering the business in e-commerce and the Information Technology industry. Each and framework element has been delineated from the game and actual business and workplace/environment considering in business/workplace environment in parallel with the gaming environment under non-gaming contexts.


Research Findings: The study resulted in the development of a gamification mechanics framework for a business environment that can be applied in any business environment and workplace. The framework can be used for employee motivation, enhanced employee engagement, and enhanced quality of work further to develop healthier competitive strategies for the business environment. 


Theoretical Contribution/Originality – A gamification mechanism framework with eight framework components developed that can be used in any business entity to enhance employee engagement, organizational development, and business strategy development


Managerial Implication in Global Context - The research findings are beneficial for small, medium, and large business entities in the Global arena where gamification mechanics framework can be successfully implemented for improving the quality of work, employee engagement, and business strategies.


Research Limitations and Implications - The research is based on the experiences of authors in the e-Commerce industry and services sector in Hyderabad, India but can be implemented successfully in South East Asian Countries.

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