Original Research

Performance Assessment through Work Gamification: Investigating Engagement

Honorata R.D. Putranti, Retnowati Retnowati, Adison A. Sihombing, Danang Danang
South African Journal of Business Management | Vol 55, No 1 | a4287 | DOI: https://doi.org/10.4102/sajbm.v55i1.4287 | © 2024 Honorata R.D. Putranti, Retnowati Retnowati, Adison A. Sihombing, Danang Danang | This work is licensed under CC Attribution 4.0
Submitted: 03 October 2023 | Published: 31 July 2024

About the author(s)

Honorata R.D. Putranti, Department of Management, Faculty of Economics and Business, Universitas 17 Agustus 1945 Semarang, Semarang, Indonesia
Retnowati Retnowati, Department of Informatics Management, Faculty of Vocational Studies, Universitas Stikubank, Semarang, Indonesia
Adison A. Sihombing, Department of Research Center for Education, Faculty of Research Group of Educational Policy, Civics Engagement, School Diversity, National Research and Innovation Agency (BRIN), Jakarta, Indonesia
Danang Danang, Department of Computer Systems, Faculty of Academic Study, Universitas Sains dan Teknologi Komputer, Semarang, Indonesia

Abstract

Purpose: The purpose of this study is to evaluate, investigate and assess the impact of gamification on the performance of online transportation drivers via social values, motivation and participatory engagement.

Design/methodology/approach: This quantitative study is based on primary data from 110 online transportation drivers in five cities in the Central Java Province region: Semarang, Pekalongan, Kudus, Purwokerto and Solo. Partial least squares (PLS) method is used to analyse and evaluate data.

Findings/results: The research results show that job gamification positively and significantly influences driver performance through social value, motivation and participatory engagement.

Practical implications: The findings can be applied to increase employee performance in a business or organisation that supports a sustainable, friendly company. They also offer practical basics to make decisions in increased employee engagement, enhanced productivity, improved learning and skill development, social value and collaboration.

Originality/value: While the study establishes a positive relationship between gamification and driver performance through the mediating factors of social value, motivation and participatory engagement, future research could delve deeper into understanding the specific gamification techniques. Those design elements are also the most effective in the context of online transportation. Additionally, exploring potential moderating factors, such as the demographics of drivers or market conditions, could provide a more nuanced understanding of the gamification-performance relationship. This in-depth exploration could help transportation companies tailor their gamification strategies for maximum impact and address potential limitations in current research.


Keywords

gamification of work; online transportation; participatory attachment; motivation; social values

JEL Codes

C36: Instrumental Variables (IV) Estimation

Sustainable Development Goal

Goal 8: Decent work and economic growth

Metrics

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