The power of play: gamification in virtual workplace training

Open Access
Authors
  • Thomas Bohné
  • S. Diefenbach
Publication date 2025
Journal European Journal of Work and Organizational Psychology
Volume | Issue number 34 | 2
Pages (from-to) 218-236
Organisations
  • Faculty of Social and Behavioural Sciences (FMG) - Psychology Research Institute (PsyRes)
Abstract
Organizations face growing pressure to upskill their employees and provide effective and engaging training, leading to significant investments in virtual workplace training (VWT). However, the effectiveness of VWT, particularly when incorporating game elements, remains unclear. To address this, this study examined the impact of gamification intensity on perceived autonomy and its effect on training outcomes. Additionally, it explored whether self-efficacy played a moderating role in these relationships. Using a between-subjects design, we manipulated gamification intensity (low, medium and high levels) and asked 355 employees to complete a VWT and a retention test. In contrast to our expectations, gamification intensity negatively affected perceived autonomy. Furthermore, perceived autonomy had a positive impact only on affective but not on performance-related training outcomes. Also, we found no evidence of the mediating role of perceived autonomy or the moderating role of self-efficacy in these relationships. Regarding the retention test, gamification intensity negatively affected perceived autonomy and both affective and performance-related training outcomes. Our findings challenge the belief that gamification intensity enhances satisfaction and training success and underscore the importance of autonomy in VWT. We discuss how our findings can guide researchers and practitioners to promote sustainable training success in organizations.
Document type Article
Note In special issue: Learning and transfer in organizations: How it works and can be supported
Language English
Published at https://doi.org/10.1080/1359432X.2024.2412360
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