One of the major challenges organizations are facing, is the gap between participation and ways of motivating those personnel that have least participation and motivation about their daily activities. Gamification is a kind of real activity which is specified by means of a skill oriented gaming and can result in learning and acquiring proper work behavior with personal preference. This can be done even without any external middleware for continuous participation. These behavior consequences, are related to changes in personnel's behavior, skills development, and promoting innovation. The main aim of this research is to evaluate the behavioral desire and examining the factors related to acceptance and adoption of these tools. This work is based on descriptive and survey approach and uses Rural Water and Sewage Organization of Fars province with a statistical Society of 240 and 147 as statistical samples including staff who deal with either specialized software or administrative automation or both, with at least 1 year of work experience. Sampling is non-random and purposive and data were collected using questionnaire which is designed and implemented after a workshop. To specify reliability, Cronbach's alpha coefficients calculated, and to examine data normality, Kolmogorov- Smirnov test was used and to examine the hypothesis, Spearman, chi- square and Friedman test used. Results of this study indicates that this technology has been accepted by the staff and they have behavioral intention for doing it objectively. In addition, by strengthening the main determinants, it is possible to increase staff's behavioral intention, as well as to improve their performance and attitude. There is no significant relationship between the variables and the demographics.
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