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Den spelifierade arbetsplatsen: ett medarbetarperspektiv på motivation
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Educational Sciences, Department of Education.
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Educational Sciences, Department of Education.
2017 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
The gamified workplace : an employee perspective on motivation (English)
Abstract [sv]

Denna studie syftar till att bidra med kunskap om hur anställda upplever motivation i samband med användandet av ett spelifieringsprogram. Detta har konkretiserats med hjälp av frågeställningarna ”På vilket sätt påverkar spelifieringen de anställdas motivation?” och ”Vilka konsekvenser upplever anställda att spelifieringen har för deras arbetssituation?” För att behandla frågeställningarna har åtta semistrukturerade intervjuer med anställda genomförts hos ett företag som använder sig av ett spelifieringsprogram. Vår empiri tolkas med hjälp av Vrooms (1964) Förväntansteori och Ryan och Decis (2000) Self-Determination Theory.

Resultatet visar att spelifieringsprogrammet som deltagarna i studien använt har bidragit till yttre motivation hos vissa av de anställda. Ojämlik möjlighet till belöningar samt abstrakta mål har dock begränsat spridningen av denna motivation. Spelifieringsprogrammet har i mycket liten utsträckning påverkat de anställdas arbetssituation. Det har också i låg grad påverkat hur de anställda upplever sin motivation på arbetsplatsen överlag. I stället ser vi att det fyller en funktion som någonting kul och ”extra” för vissa anställda.

Abstract [en]

The purpose of this study is to contribute with knowledge about how employees experience motivation when using a gamification program. This has been concretized by the following research questions: “In what way does the gamification affect the motivation of the employees?” and “What consequences do the employees perceive the gamification has on their work situation?” To inquire into these questions eight semi-structured interviews with employees at a company that uses a gamification program have been conducted. Our empirics have been analyzed with the help of Vroom’s (1964) Expectancy Theory and Ryan and Deci’s (2000) Self-Determination Theory.

The results show that the gamification program used by the participants in the study has contributed to extrinsic motivation for some of the employees. Unequal opportunity for rewards, as well as abstract goals, has limited the spread of this motivation. The gamification program has to a low degree affected the employees work situation. It has also to a low degree affected how the employees perceive their motivation at the workplace in general. Instead it serves as something fun and “extra” for some of the employees. 

Place, publisher, year, edition, pages
2017. , p. 50
Keywords [en]
gamification, motivation, workplace, employees, experiences, management, self-determination theory, expectancy theory, staff, working life, well-being, intrinsic motivation, extrinsic motivation
Keywords [sv]
spelifiering, motivation, arbetsplats, anställda, upplevelser, styrning, förväntansteorin, self-determination theory, personal, arbetslivspedagogik, trivsel, inre motivation, yttre motivation
National Category
Pedagogy
Identifiers
URN: urn:nbn:se:uu:diva-316191OAI: oai:DiVA.org:uu-316191DiVA, id: diva2:1077175
Subject / course
Adult and Working Life Education, Advanced Course C
Available from: 2017-02-27 Created: 2017-02-26 Last updated: 2017-02-27Bibliographically approved

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Eklund & Harry, 2017(666 kB)134 downloads
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CiteExportLink to record
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