İNSAN KAYNAKLARINDA OYUNLAŞTIRMA UYGULAMALARININ ÇALIŞAN MOTİVASYONUNA ETKİSİ
Abstract
This research aims to examine the effect of gamification applications in human resources on employee motivation. On the other hand, the research focused on achieving high success in increasing motivation through gamification in businesses. The relational scanning model was used for the quantitative data of the research and data was collected with a survey, which is one of the quantitative research methods. The data was obtained as a result of a survey consisting of questions (19 motivational questions, 27 gamification questions, a total of 46 questions and 5 demographic questions). The survey attempted to measure people's beliefs and attitudes that the use of gamification applications would be beneficial on certain issues. The research population consists of 600 employees selected by simple random sampling method from two companies that have used gamification applications. The findings show that the relevant factors do not have a direct determining effect on work motivation and gamification levels. In particular, it was determined that demographic factors such as age, gender, completed years in the organization and wage scale did not have a statistically significant effect on work motivation and gamification levels. However, regression analysis results show the existence of a statistically significant relationship between work motivation and gamification level. The results of the study show that work motivation sub-dimensions are generally at low and very low levels.
Keywords: Gamification, Motivation,
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