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The Impact of Using a Gamified
Interface on Engagement in a
Warehousing Management Task
Mario Passalacqua
Pierre-Majorique Léger
Sylvain Sénécal
Marc Fredette
Lennart E. Nacke
Xinli Lin
Karine Grande
Nicolas Robitaille
Liza Ziemer
Tony Caprioli
HEC Montréal
NeuroIS Retreat 2018, Vienna, June 19th - 21st
© Copyright Léger et al. 2018
2/3 of warehouse
employees are
not engagement
in their work
Why is employee engagement
important?
Engagement related to
8 performance outcomes
ENGAGEMENT
Profitability
Productivity
Turnover
Absenteeism
Customer
loyalty
Safety
incidents
Shrinkage
Quality
(defects)
© Copyright Léger et al. 2018
Gamification as a solution
to lack of engagement
What is Gamification?
Common gamification elements
▪▪ Points
▪▪ Levels
▪▪ Goal-setting
▪▪ Feedback
▪▪ Badges
© Copyright Léger et al. 2018
What is engagement?
Cognitive
Relates to investment, thoughtfulness
and willingness to put in effort
Emotional
Comprises positive and negative
reactions
Behavioral
Relates to participation
and involvement
© Copyright Léger et al. 2018
Theoretical
background
Self-Determination Theory
Psychological theory of human
motivation that has emerged as
the leading theory with regards
to explaining motivation
Extrinsic vs. intrinsic motivation
Competence
Autonomy Relatedness
INTRINSIC
MOTIVATION
© Copyright Léger et al. 2018
Theoretical background
How increased motivation from a gamified interface
increases employee engagement Explained through lens
of Job Demands-Resource model
Competence
Autonomy
Relatedness
INTRINSIC
MOTIVATION
MOTIVATIONAL
RESOURCES
ENGAGEMENT
© Copyright Léger et al. 2018
Goal-setting increase
engagement and performance.
▪▪ Self-set goals vs assigned goals
Self-set goals increase goal commitment
▪▪ Goal commitment: strong moderator of the
relationship between goals and performance
▪▪ Self-set goals should be expected to generate higher
performance and engagement
Theoretical background
Goal-setting theory
© Copyright Léger et al. 2018
Hypotheses
H1
The use of a gamified interface will lead to higher
engagement and performance, when compared to
no gamification.
H2
The use of a gamified interface where goal-setting
is self-set will lead to higher engagement and
performance when compared to assigned goal.
Current study
Integrate goal-setting and feedback game
elements into warehouse employee interface
-Within-subject,
-21 subjects aged between 18-25
© Copyright Léger et al. 2018
Experiment
demonstration
© Copyright Léger et al. 2018
Experimental setup and
wearable device
Layout
Camera Camera
Camera
DropoffPickup
5.2m
3.4m
Camera
© Copyright Léger et al. 2018
Experimental setup and
wearable device
Wearable device
© Copyright Léger et al. 2018
Experimental design
Training
Interview
Physiological
measurement
Condition 1
No goal
Questionnaires
12 picks in total 12 picks in total 12 picks in total
Counterbalanced order
/Demographics
/Hexad
Condition 2
Self-set Goal
Condition 3
Assigned goal
/Affective Slider
/ Goal Commitment
/Affective Slider
/ Goal Commitment
/Affective Slider
© Copyright Léger et al. 2018
Experimental design
Task explanation
Condition 1
© Copyright Léger et al. 2018
Experimental design
Task explanation
Condition 2
© Copyright Léger et al. 2018
Experimental design
Task explanation
Condition 3
© Copyright Léger et al. 2018
Measures Electroencephalography Electrocardiography Electrodermal
activity
AFFECTIVE SLIDER
(valence and arousal)
GOAL
COMMITMENTENGAGEMENT
Affective Slider
(Betella & Verschure, 2016)
Physiology
(Wireless)
Self-report
© Copyright Léger et al. 2018
Concept
measurement
© Copyright Léger et al. 2018
Preliminary
results
0.0
100.0
200.0
300.0
400.0
500.0
600.0
700.0
TIME(S)
Performance
No gamification Self-set goals Assigned goals
*
* 1.0
2.0
3.0
4.0
5.0
6.0
7.0
Perceived Engagement
No gamification Self-set goals Assigned goals
*
*
0
10
20
30
40
50
60
70
80
90
Perceived Arousal Perceived Valence
Perceived Arousal & Perceived Valence
No gamification Self-set goals Assigned goals
*
*
*
*
© Copyright Léger et al. 2018
Discussion
Practical implications
▪▪ Gamification itself
▪▪ Physiological measures
▪▪ Self-set Vs. Assigned goals
Thank you!
Questions?

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The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: ANeuroIS Research Proposal

  • 1. The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task Mario Passalacqua Pierre-Majorique Léger Sylvain Sénécal Marc Fredette Lennart E. Nacke Xinli Lin Karine Grande Nicolas Robitaille Liza Ziemer Tony Caprioli HEC Montréal NeuroIS Retreat 2018, Vienna, June 19th - 21st
  • 2. © Copyright Léger et al. 2018 2/3 of warehouse employees are not engagement in their work Why is employee engagement important? Engagement related to 8 performance outcomes ENGAGEMENT Profitability Productivity Turnover Absenteeism Customer loyalty Safety incidents Shrinkage Quality (defects)
  • 3. © Copyright Léger et al. 2018 Gamification as a solution to lack of engagement What is Gamification? Common gamification elements ▪▪ Points ▪▪ Levels ▪▪ Goal-setting ▪▪ Feedback ▪▪ Badges
  • 4. © Copyright Léger et al. 2018 What is engagement? Cognitive Relates to investment, thoughtfulness and willingness to put in effort Emotional Comprises positive and negative reactions Behavioral Relates to participation and involvement
  • 5. © Copyright Léger et al. 2018 Theoretical background Self-Determination Theory Psychological theory of human motivation that has emerged as the leading theory with regards to explaining motivation Extrinsic vs. intrinsic motivation Competence Autonomy Relatedness INTRINSIC MOTIVATION
  • 6. © Copyright Léger et al. 2018 Theoretical background How increased motivation from a gamified interface increases employee engagement Explained through lens of Job Demands-Resource model Competence Autonomy Relatedness INTRINSIC MOTIVATION MOTIVATIONAL RESOURCES ENGAGEMENT
  • 7. © Copyright Léger et al. 2018 Goal-setting increase engagement and performance. ▪▪ Self-set goals vs assigned goals Self-set goals increase goal commitment ▪▪ Goal commitment: strong moderator of the relationship between goals and performance ▪▪ Self-set goals should be expected to generate higher performance and engagement Theoretical background Goal-setting theory
  • 8. © Copyright Léger et al. 2018 Hypotheses H1 The use of a gamified interface will lead to higher engagement and performance, when compared to no gamification. H2 The use of a gamified interface where goal-setting is self-set will lead to higher engagement and performance when compared to assigned goal. Current study Integrate goal-setting and feedback game elements into warehouse employee interface -Within-subject, -21 subjects aged between 18-25
  • 9. © Copyright Léger et al. 2018 Experiment demonstration
  • 10. © Copyright Léger et al. 2018 Experimental setup and wearable device Layout Camera Camera Camera DropoffPickup 5.2m 3.4m Camera
  • 11. © Copyright Léger et al. 2018 Experimental setup and wearable device Wearable device
  • 12. © Copyright Léger et al. 2018 Experimental design Training Interview Physiological measurement Condition 1 No goal Questionnaires 12 picks in total 12 picks in total 12 picks in total Counterbalanced order /Demographics /Hexad Condition 2 Self-set Goal Condition 3 Assigned goal /Affective Slider / Goal Commitment /Affective Slider / Goal Commitment /Affective Slider
  • 13. © Copyright Léger et al. 2018 Experimental design Task explanation Condition 1
  • 14. © Copyright Léger et al. 2018 Experimental design Task explanation Condition 2
  • 15. © Copyright Léger et al. 2018 Experimental design Task explanation Condition 3
  • 16. © Copyright Léger et al. 2018 Measures Electroencephalography Electrocardiography Electrodermal activity AFFECTIVE SLIDER (valence and arousal) GOAL COMMITMENTENGAGEMENT Affective Slider (Betella & Verschure, 2016) Physiology (Wireless) Self-report
  • 17. © Copyright Léger et al. 2018 Concept measurement
  • 18. © Copyright Léger et al. 2018 Preliminary results 0.0 100.0 200.0 300.0 400.0 500.0 600.0 700.0 TIME(S) Performance No gamification Self-set goals Assigned goals * * 1.0 2.0 3.0 4.0 5.0 6.0 7.0 Perceived Engagement No gamification Self-set goals Assigned goals * * 0 10 20 30 40 50 60 70 80 90 Perceived Arousal Perceived Valence Perceived Arousal & Perceived Valence No gamification Self-set goals Assigned goals * * * *
  • 19. © Copyright Léger et al. 2018 Discussion Practical implications ▪▪ Gamification itself ▪▪ Physiological measures ▪▪ Self-set Vs. Assigned goals