Anybody who’s endured a tense Australian Email Address Scrabble night with their family or been picked last for the team at school knows that “friendly” competition isn’t always fun and games. What might seem like endless amusement to some can be a source of anxiety to others. Nevertheless in an effort to boost performance lighten the mood or relieve the tedious nature of repetitive work. Many managers have introduced game-playing to the workplace typically in the form of app-based competitions. This so called gamification of work has caught on in several fields including retail banking and human resources. It’s been hailed as a way to keep employees more engaged. Focused especially those in younger generations who grew up playing video games.
Anybody who’s endured a tense Scrabble
The appeal is obvious. Research gulf email list shows that job satisfaction is the key to employee happiness and engagement and engaged workers tend to be dynamic supportive and committed at work. Engaged employees also deliver higher-quality customer service and are less likely to quit. which cuts down on organizational turnover costs. For example call centers can use an app that translates customer service requests into virtual tickets assigned to employees. Individuals or teams then compete according to various performance metrics such as customer. Waiting time average call duration and number of requests handled to win prizes. Ideally, employees are motivated to stay on track while improving their customer response rate in real time. See? Everybody wins Maybe not though.
This so-called gamification of work has caught
A new study casts a pall over this injection of mandatory fun and carries a lesson for managers: The competitive nature of gamification can cause stress and distraction for some employees decreasing their well-being and driving down their performance. Just as with kids at recess not everybody wants to play and for those who don’t being forced to take part in office competitions is no fun at althea authors conducted their study in three stages: gathering information at firms that use gamification creating a game of their own for a call center and testing it out and experimenting with a more complex game in retail settings.