The Influence of Gamification on the Innovative Motivation of Employees

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Abstract

The purpose of this work is to study the influence of gamification on the innovative motivation of employees. The main trends related to labor motivation in the market were studied. In the course of the analysis, promising tools of labor motivation were identified, among which gamification occupies a special place. Gamification acts as a management tool, which consists in integrating game mechanics into the workflow. The structural elements of gamification, its types, properties and stages of application were considered. In addition, the features of the application of gamification in the global context were studied, as well as the features of Russian practice were determined. To determine the impact of gamification on the innovative motivation of employees, an empirical study was conducted aimed at interviewing the heads of organizations and their employees. Conclusions. Gamification acts as a promising direction of labor motivation and is highly appreciated by both managers and employees. At the same time, a number of problems are highlighted that make it difficult to implement the principles of gamification, especially for small enterprises. The expansion of the use of gamification in the management environment has a positive impact on the prospects of this tool, since at the moment it is used in a limited number of areas.

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About the authors

Sergey M. Kuleshov

Financial University under the Government of the Russian Federation

Author for correspondence.
Email: smkuleshov@fa.ru
ORCID iD: 0000-0003-0408-5999

candidate of sociology, associate professor, associate professor at the department of sociology of the faculty of social sciences and mass communications

Russian Federation, Moscow

Dmitry A. Tsaryuk

Financial University under the Government of the Russian Federation

Email: dmitrytsaryuk@mail.ru
ORCID iD: 0000-0003-0785-0588

applicant for a degree candidate of sociology at the department of sociology of the faculty of social sciences and mass communications

Russian Federation, Moscow

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Supplementary files

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2. Fig. 1. Stages of gamification implementation (Source: compiled by a team of authors based on [Lezhenina, 2019])

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3. Fig. 2. Advantages of gamification according to employees of organizations (Source: compiled by the author’s team based on the results of a questionnaire survey)

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