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Gamification in organizations: learning processes and meaning-making

Abstract

This study presents a view of gamification as a possibility for meaning-making learning. It analyzes the perception of learning processes and meaning-making through gamification when used as an organizational tool. Six gamification experts were interviewed, and thematic analysis was carried out, discussing the data based on two levels, organizational and individual, and three dimensions, organization, team, and worker. The interviewees perceived that gamification produces positive results at organizational and individual levels, suggesting gains in the three dimensions. As for the organizational dimension, the interviewees perceived more productivity, learning, innovation processes, and update of the organization’s systems. Concerning the team dimension, there was an improvement in the organizational climate, communication, and collaborative work. Finally, in the individual dimension, the interviewees perceived worker’s development, more autonomy, an increase in self-esteem, greater transparency in the relationship between leaders and followers, and empowerment.

Keywords:
Gamification; Management; Learning; Meaning-Making

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