@incollection{Gr{\"u}newaldKneipKozica2019, author = {Gr{\"u}newald, Hazel and Kneip, Petra and Kozica, Arjan}, title = {The use of gamification in workplace learning to encourage employee motivation and engagement}, booktitle = {The Wiley handbook of global workplace learning}, editor = {Kenon, Vanessa Hammler}, isbn = {978-1-119-22699-4}, institution = {ESB Business School}, pages = {557 -- 575}, year = {2019}, abstract = {When we think about playing a game, be it a card game, board game, sport, or video game, we generally associate the act of playing with a positive experience like having fun, enjoying the interaction with others, or feeling a greater motivation to reach a certain goal. By contrast, workplace learning is often perceived as being dull. Employees are likely at some point in their career to find themselves stuck in a rigidly defined seminar for a long period of time or in front of their computer navigating through a mandatory e-learning course on a dry topic such as standards of business conduct of safety policies. In recent years, organizations have tried to leverage the motivating quality of games for more serious learning contexts. Gamification entails transferring those elements and principles from games to nongaming context that improve user experience and engagement. In this chapter, we will specifically focus on the context of workplace learning.}, language = {en} }