Universidad de Ciego de Ávila Máximo Gómez Báez, Ciego de Ávila, Cuba.
Corporación Unificada Nacional de Educación Superior – CUN. Florencia, Colombia.
Universidad de la Amazonía. Florencia, Colombia.
Introduction: preliminary findings clearly suggest that games and gamified systems have motivational potential for workplaces. The use of gamified systems in work environments could be a positive and innovative solution to address contemporary problems in organizations such as: high levels of stress, reduced social capital, reduced loyalty and rapid changes in workforce demographics. The objective was to characterize the application of gamification in the work context.
Method: a total of 23 articles in Spanish and English, from Science, Scielo and Dialnet, were reviewed; using as keywords: gamification, game, work environment, being more than 50% of the last five years.
Result: it is considered a technology with a potentially high impact in industries such as retail, media, consumer goods and marketing, manufacturing. Gamification in intra-organizational environments can affect employee attitudes and behaviors, make workplaces more attractive, create opportunities for productive collaboration, improve customer service, build loyalty, and increase productivity.
Conclusions: gamification in the work environment uses game-like experiences to promote organizational and personal performance; It seems to be associated with improvements in motivation, productivity, performance, immediacy and remuneration according to true effort. However, its degree of applicability is still unclear.
The article is distributed under the Creative Commons Attribution 4.0 License. Unless otherwise stated, associated published material is distributed under the same licence.
The statements, opinions and data contained in the journal are solely those of the individual authors and contributors and not of the publisher and the editor(s). We stay neutral with regard to jurisdictional claims in published maps and institutional affiliations.