The effect of gamification on the participation of employees of startup companies in sports activities
Paper ID : 1332-SSRC-13TH
Oral / Poster Presentation File
2c78e1a5-919d-4f27-8924-84b50f450466.mp4
Authors:
reza naalbandnejhad *1, Najaf Aghaei2
1Shahid Beheshti University, Faculty of Sport Sciences and Health, Tehran, Iran
22. دانشیار مدیریت ورزشی، دانشکده علوم ورزشی، دانشگاه خوارزمی تهران ، ایران
Abstract:
Puropse: our purpose is understanding the effect of gamification on employee motivation and participation in sports activities in the workplace. We want to know how much the ability of gamification will affect the process of sports activity while doing work. In this study, we examined entertainment and social aspects of gamification.
Methodology: The participants were 30 employees of a startup company, which were purposefully divided into two groups of control and experiment and were tested for two weeks using a gamified pedometer application. A researcher-made questionnaire was used to collect data, the validity and reliability of which were confirmed by experts. We also used Shapiro-Wilk test to analyze the normal distribution of data and one-sample t-test and independent t-test to examine the difference between the experiment and control groups. Subjects were housed on two separate floors. The experiment group was asked to install a gamified pedometer application and the control group to install a simple pedometer application on their phones. In addition to the pedometer application, the experiment group was asked to perform three stretching movements with the group members simultaneously behind their desks each day.
Results: According to the test results, the use of the gamified application program was significant in the experimental group (sig = 0.012) and no significant difference was observed in the control group (sig = 0.632). The experiment group sought to increase the number of steps in any way possible, as well as to perform stretching movements in groups on a regular basis. However, there was not much difference in the experimental group in the number of steps and that there was no motivation to increase the number of steps.
Conclusion: According to the results, it can be said that designing a platform in the context of computer systems or mobile phones of employees in the workplace to perform physical activities through gamification will be very effective.
Keywords:
Gamifiction, Sports activity, Participation, Sport application, Employees
Status : Abstract Accepted (Oral Presentation)
13th International Congress on Sport Sciences 13th International Congress on Sport Sciences