Determinants of Graduate Business Student’s Intention to use Gamification in an Organization
Determinants of Graduate Business Student’s Intention to use Gamification in an Organization
In the present era, digitalization of games has become a common phenomenon compared to the late 90s. Prior to this era, the concept of gaming has been viewed as a way of engaging people in their free time. Gamification is a plan approach that draws from game structure to prompt gameful encounters in various settings, especially at work environment. Hence, the open excitement for the consideration of gamification in the work place: with bearing on the rapid progression of technology. Several studies have examined the use of gamification in an organization. However, the perspectives to graduate business students who are prospective managers on the use of gamification is limited in the literature. Therefore, this study investigated factors affecting prospective managers’ intention to use gamification. Survey questionnaire was employed to collect data from 352 graduate business students in a university in North Cyprus. Descriptive statistics and multiple learning regression (ANOVA) test were used to analyse the responded data. Results revealed that perceived engagement (mean= 4.29, SD= 0.710), perceived immersion (mean= 4.16, SD= 0.675), and perceived challenges (mean= 3.95. 08, SD= 0.79) are factors affecting the use of gamification in an organization. The study provided graduate business students, the opportunity to express their willingness and intention regarding the use of gamification in an organization.