Effects of leaderboard affordance and perceived role importance in team-based gamified training
研究团队游戏化培训中排行榜功能如何影响员工感知的角色重要性、心理需求满足和压力类型,基于ERP模拟游戏实验发现排行榜能提升积极心理结果。
Gamification has been effectively applied in organizational and academic training to enhance motivation. Among various game elements, leaderboards are particularly popular in gamified training environments. Grounded in gamification research, self-determination theory, and job demands-resources theory, this research investigates the relationships among leaderboard affordance, perceived role importance in a team (PRIT), satisfaction of the three psychological needs (perceived autonomy, competence, and relatedness), and two types of stress (distress and eustress). Using a team-based ERP simulation game for gamified ERP training, we conducted two studies (Study 1: N = 203 and Study 2: N = 216) and employed structural equation modelling to test our hypotheses. Our findings indicate that leaderboard affordance positively influences PRIT. Additionally, the results show that leaderboard affordance and PRIT increase needs satisfaction and eustress, while the effects on distress were minimal. This study contributes to gamification IS research by highlighting the impact of leaderboard affordances and PRIT in fostering positive psychological outcomes and expanding our understanding of stress in gamified training contexts. Our findings are important for organizations seeking to maintain motivation and engagement through gamified training.