Conference Paper

Gamification, Geolocation and Sensors for Employee Motivation Towards Energy Conservation at the Workplace.

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Abstract

In an era of significant technological advancements, as well as dramatic changes in the business envi- ronment, the state of the workforce seems to remain problematic, with regards to motivation. Albeit prevailing societal clichés, that often seem to promote the idea that ‘the modern workplace provides for a far better experience than in the past’; the truth remains that modern employees bear a signifi- cant resemblance to their ancestors – regarding the emotional burden their jobs instil on them – and remain, in their majority, unmotivated. Gamification, a relatively new instrument in the “orchestra of motivation”, offers a promising alternative to the strict corporate rules and policies that usually dic- tate the employees’ conduct, by adhering to their intrinsic motivation. Simultaneously, two promising technological giants have risen, to invisibly, as well as ubiquitously accompany us in our every move. On one hand, the advancement of geolocation technologies has led to the introduction of location- based services and custom content delivery. On the other hand, sensors of all types and flavours, in- stalled to measure countless parameters of our surroundings, the workplace included. Through our study, we aim to investigate the effect of the application of these three technologies – Gamification, Geolocation and Sensors – isolated, or in concert, on employee motivation towards a common goal – energy conservation at the workplace.

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... Leveraging self-determination has been suggested to effectively design and analyze motivational and gamified experiences [126][127][128][129][130]. TPB [36], in turn, has been used to explain the behavioral effects of gamification in various contexts [131][132][133]. Moreover, personal norms [20] have been employed, to explain gamifications' effects on PEB and energy conservation behavior [133,134]. Finally, to understand the influence of an IS on PEB more thoroughly, the complex interdependencies between the individual, organizational, and societal level must be investigated [135]. ...
... Indeed, we investigate the effect on employees' energy consumption behavior, when they receive real-time IoT-enabled feedback through a gamified IS, in connection to all three perspectives. Existing research has investigated the users' self-determination, personal norms, and planned behavior separately to assess the impact of gamified interventions on their motivation and behavior in various contexts [126][127][128][129][130][131][132][133][134]. We investigated the gamified interventions' motivational capacity and potential to cause energy behaviour change, in order to be able to design better, more effective interventions that will keep the employees engaged and improve their energy consumption behavior. ...
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Employees can help organizations attain Corporate Environmental Performance (CEP) goals and save on energy bills, by conserving electricity. However, they lack the motivation. Information Systems (IS)-enabled energy-related feedback interventions featuring gamification (utilizing game-design elements), have been suggested to increase organizational energy conservation. To identify the behavioral factors that should be considered when designing such interventions towards optimizing their results, this paper focuses on unravelling the intricacies of employee energy consumption behavior and providing answers to the research question: “What drives employees to save energy at work?”. Our research is conducted in three workplaces across Europe. First, we analyze employees' energy-saving motivation and behavior at an individual level of analysis to identify defining behavioral factors behind it. Then, considering these drivers of employees' energy consumption behavior, we focus on answering the question: “How a gamified IS that provides real-time energy usage feedback affects employees' motivation to conserve energy at work, and in turn the actual energy savings in organizations”. Our findings suggest that employees' level of self-determination to conserve energy, energy-saving personal norms, and personal and organizational profile, significantly explain both their energy-saving behavior and the energy behavior change attained through a gamified IS intervention. Moreover, the provision of feedback to employees, via an Internet-Of-Things (IoT)-enabled gamified IS, is proven an effective strategy for accomplishing actual energy conservation at work. The acquired insight on what drives employees' energy usage behavior supports the design of gamified IS interventions that have higher motivational capacity and, thus, can change employees' energy behavior. When designing behavioral interventions aimed at energy conservation at work, we should primarily focus on monitoring (to decide whether a behavioral intervention would be worth organizing) and ultimately positively affecting employees' energy-saving habits and intention. Our findings can be transformed to specific practical suggestions for firms to encourage employees’ energy saving behavior when aspiring to attain CEP goals. They include satisfying their basic psychological needs for autonomy, competence, and relatedness, activating their personal norms in the context of energy-saving at work, and educating and encouraging them towards specific energy-saving behaviors by utilizing gamified IoT-enabled IS that keep their energy-saving “in shape”.
... In this regard, Kotsopoulos et al. [156] proposed a new measure named "gamification quotient" to assess the content of a gamified app in terms of game design elements. This measure was established in response to previous research, which found that gamified environments lacked sufficient tools to engage users effectively [157]. ...
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... And so, the quantification of data is firstly captured by the machines equipped with the necessary technologies to transform action into bits of information, ranging from a simple push on a screen to the more sophisticated sensors utilized in tracking and quantification software, also widely promoted by gamification design (e. g. Whitson 2014; Kotsopoulos et al. 2016). "[…] All games (and gamified systems)," Deterding clarifies (2019), "require a reliable way of tracking player actions, while any tracked behaviour is a game in waiting: just add goals and feedback." ...
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Research on the impact of gameful experiences on the automation of labour and value creation is in need of a critical reformulation. The results presented in this study developed from a critical reading of the current literature on gamification and its internal struggles. I question what the gamification of work is, this time including knowledge collected by decades of academic research in the field of digital cultures and society, converging in a diverse yet attuned corpus of neomateri-alist, post-anthropocentric, anti-Humanist, and intersectional theories of politics, algorithmic cultures and social justice (see Braidotti/ Hlavajova 2017). Findings suggest the experimental development of gamification technologies materializes from an interest in governance through the automation of behavioural management, resulting in the forced correction of non-normative bodies through self-optimization. Beyond colonial, anthropocentric binaries, gamification's genealogy is not found in the overcoming of the Eurocentric distinction between work and games, but in the algorithmic architecture of techno-capitalism.
... The hedonic dimension is regularly realized by utilizing elements from digital games -thus practicing "gamification" (Koivisto & Hamari, 2019). Gamification is considered as "a relatively new instrument in the orchestra of motivation, that offers a promising alternative to the strict corporate rules and policies that usually dictate the employees' conduct, by adhering to their intrinsic motivation" (Kotsopoulos, Bardaki, & Pramatari, 2016). As Self-Determination theory (SDT) posits (Deci, Connell, & Ryan, 1989), motivation at work lies along a continuum of forms that range from completely intrinsic to completely extrinsic. ...
Chapter
Gamification is increasingly utilized in modern organizational environments to increase motivation and compliance toward organizational goals. To improve its effectiveness in achieving behavioral change, designers routinely design and implement specially designed information systems (IS) that effectively enable the interaction between employees and game elements and ultimately define the nature of the gamified experience. Such gamified IS have already been put to practice, with positive results regarding usability, user engagement, and enjoyment, and—more importantly—actual energy savings have been recorded during their usage. Apart from an introduction to this very interesting field of application for gamification in organizations, more importantly, this chapter also provides insight and specific guidelines that researchers, as well as practitioners in this field, may need to bear in mind in their efforts to design and implement gamified IS for energy-saving in organizational environments.
... And so, the quantification of data is firstly captured by the machines equipped with the necessary technologies to transform action into bits of information, ranging from a simple push on a screen to the more sophisticated sensors utilized in tracking and quantification software, also widely promoted by gamification design (e. g. Whitson 2014; Kotsopoulos et al. 2016). "[…] All games (and gamified systems)," Deterding clarifies (2019), "require a reliable way of tracking player actions, while any tracked behaviour is a game in waiting: just add goals and feedback." ...
... And so, the quantification of data is firstly captured by the machines equipped with the necessary technologies to transform action into bits of information, ranging from a simple push on a screen to the more sophisticated sensors utilized in tracking and quantification software, also widely promoted by gamification design (e.g. Whitson 2014; Kotsopoulos et al. 2016). "[…] All games (and gamified systems)," ...
Preprint
Full-text available
Research on the impact of gameful experiences on the automation of labour and value creation is in need of a critical reformulation. The results presented in this study developed from a critical reading of the current literature on gamification and its internal struggles. I question what the gamification of work is, this time including knowledge collected by decades of academic research in the field of digital cultures and society, converging in a diverse yet attuned corpus of neomaterialist, post-anthropocentric, anti-Humanist, and intersectional theories of politics, algorithmic cultures and social justice (see Braidotti/Hlavajova 2017). Findings suggest the experimental development of gamification technologies materializes from an interest in governance through the automation of behavioural management, resulting in the forced correction of non-normative bodies through self-optimization. Beyond colonial, anthropocentric binaries, gamification’s genealogy is not found in the overcoming of the Eurocentric distinction between work and games, but in the algorithmic architecture of techno-capitalism.
... Gamification is defined as "the use of game design elements in non-game contexts" (Deterding et al., 2011). It is "a relatively new instrument in the orchestra of motivation" (Kotsopoulos et al., 2016) that can lead to behavioural change, break existing habits and update them with new ones by utilising positive emotional feedback and continuously setting appropriate stimuli (Blohm & Leimeister, 2013). Moreover, it can be used to increase employee participation, improve performance and compliance in specific goals (Seaborn & Fels, 2015), enhance employee satisfaction (Robson et al., 2015), as well as turn traditional organizational processes into fun, game-like, experiences (Robson et al., 2014), leading to behavioural change, increased and sustained employee motivation, engagement and productivity within an enterprise (Webb, 2013;Pickard, 2015). ...
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... Gamification, a relatively new instrument in the "orchestra of motivation" [54], has been suggested as a means of positive behavioral change in various contexts and for various targeted behaviors. However, its effectiveness lies subjected to the characteristics of both the specific application domain, as well as the participants' profiles. ...
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Playing in Taskville : Designing a Social Game for the Workplace
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Studying Gamification: The Effect of Rewards and Incentives on Motivation
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