ArticleFrontiers in psychology2014
I PLAY AT WORK-ten principles for transforming work processes through gamification.
Article in Frontiers in psychology, 2014. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
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Who cites it
6 citing papers in PubMed.
- The impact of work gamification on Chinese employee creativity: a moderated mediation model.Frontiers in psychology · 2025Article
- RETRACTED: Gamification for Mental Health and Health Psychology: Insights at the First Quarter Mark of the 21st Century.International journal of environmental research and public health · 2024Article
- Leveraging mHealth usage logs to inform health worker performance in a Resource-Limited setting: Case example of mUzima use for a chronic disease program in Western Kenya.PLOS digital health · 2022Article
- Defining Near-Term to Long-Term Research Opportunities to Advance Metrics, Models, and Methods for Smart and Sustainable Manufacturing.Smart and sustainable manufacturing systems · 2020Article
- Educational Analytics: A New Frontier for Gamification?Computers, informatics, nursing : CIN · 2018Article
- Meeting report: 'How do I incorporate research into my family practice?': Reflections on experiences of and solutions for young family doctors.African journal of primary health care & family medicine · 2018Article
Corrections and comments
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Authors and funding
3 authors.
Funding
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Abstract
Gamified workplaces could be a positive and innovative solution to addressing contemporary problems in organizations. Such problems include high levels of stress, reduced sense of community, reduced loyalty and rapid changes in the workforce. To better prepare organizations for the future it may be helpful to identify and understand the potential advantages, disadvantages and areas for future research in relationship to the use of gamification for personal and organizational wellbeing. An analysis of research literature across disciplines in combination with expert opinion identified gamified workplaces as a promising strategy for promoting wellbeing. Furthermore, this paper proposes a set of 10 principles (I PLAY AT WORK) that may support gamification efforts. In addition to the value of mapping the present for the benefit of the future, there is also considerable value in reshaping core ideas related to the workplaces. Gamified workplaces can provide opportunities for a more vigorous and strategic inter-disciplinary research agenda that can stimulate investments in the area.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.