TY - CHAP U1 - Buchbeitrag A1 - Grünewald, Hazel A1 - Kneip, Petra A1 - Kozica, Arjan ED - Kenon, Vanessa Hammler T1 - The use of gamification in workplace learning to encourage employee motivation and engagement T2 - The Wiley handbook of global workplace learning N2 - 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. Y1 - 2019 SN - 978-1-119-22699-4 SB - 978-1-119-22699-4 SP - 557 EP - 575 S1 - 19 PB - Wiley Blackwell CY - Hoboken, NJ ER -