The Effect of Individual Differences on the Appeal of a Gamified Training System: Does Everyone Need a Spoonful of Sugar?

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Date
2016Author
Schiel, Michael P.
Publisher
University of Wisconsin--Stout
Department
Applied Psychology
Advisor(s)
Lovejoy, Chelsea
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Show full item recordAbstract
The current study explored whether individual difference characteristics (work motivation and gender) could predict participant choice between a gamified training and non-game equivalent. Specifically, 166 college students were presented with two hypothetical workplace training descriptions, and were asked to choose between a gamified option and a more traditional online training. A sequential binary logistic regression assessed whether work motivation and a number of demographic characteristics could predict participant choice. Results indicate that the gamified training was generally preferred compared to the non-game equivalent. Additionally, qualitative responses suggest the gamified version was generally perceived as more engaging. However, work motivation and gender were not significant predictors of choice. Instead, video game competence was a significant predictor of participant choice, as those who rated themselves higher in video game competence were more likely to select the gamified option. Results suggest that organizations should carefully consider the video game competence of their audience when implementing gamified systems in the workplace.
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http://digital.library.wisc.edu/1793/83668Type
Thesis
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Plan A