TY - JOUR
T1 - Gamification in the Workplace
T2 - The Central Role of the Aesthetic Experience
AU - Suh, Ayoung
AU - Cheung, Christy M.K.
AU - Ahuja, Manju
AU - Wagner, Christian
N1 - This research was supported in part by grant No. CityU 11531016 from the Research Grants Council of the Hong Kong SAR and NRF-2013S1A3A2054667 from the Korean Government awarded to the first author. This research was supported in part by grant No. CityU 11507815 from the Research Grants Council of the Hong Kong SAR awarded to the fourth author.
Publisher Copyright:
Copyright © Taylor & Francis Group, LLC.
PY - 2017/1/2
Y1 - 2017/1/2
N2 - Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a gamified IS in the workplace engages users and encourages them to continue system use. By proposing the concepts of flow experience (FE) and aesthetic experience (AE) as different ways to provide deep and meaningful user engagement, this study develops a model that explores the antecedents of FE and AE and their roles in explaining an individual’s continuance intention to use of a gamified IS. The model is tested using data collected from 178 users of a gamified IS in a global consulting company. The results demonstrate that although FE and AE are complementary forces, AE is more salient than FE for explaining continuance intention. The research proposes AE as a parsimonious yet powerful construct that extends the research on user engagement. The findings contribute to research on gamification by shifting scholarly attention from deep engagement characterized by FE to meaningful engagement characterized by AE.
AB - Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a gamified IS in the workplace engages users and encourages them to continue system use. By proposing the concepts of flow experience (FE) and aesthetic experience (AE) as different ways to provide deep and meaningful user engagement, this study develops a model that explores the antecedents of FE and AE and their roles in explaining an individual’s continuance intention to use of a gamified IS. The model is tested using data collected from 178 users of a gamified IS in a global consulting company. The results demonstrate that although FE and AE are complementary forces, AE is more salient than FE for explaining continuance intention. The research proposes AE as a parsimonious yet powerful construct that extends the research on user engagement. The findings contribute to research on gamification by shifting scholarly attention from deep engagement characterized by FE to meaningful engagement characterized by AE.
UR - http://www.scopus.com/inward/record.url?scp=85018698370&partnerID=8YFLogxK
U2 - 10.1080/07421222.2017.1297642
DO - 10.1080/07421222.2017.1297642
M3 - Journal article
AN - SCOPUS:85018698370
SN - 0742-1222
VL - 34
SP - 268
EP - 305
JO - Journal of Management Information Systems
JF - Journal of Management Information Systems
IS - 1
ER -