Gamification with Codeathon for Productivity Toward Sustainable Development Goal 8 – Decent Work and Economic Growth

Authors

  • Swati Tayal Symbiosis Centre for Management and Human Resource Development, Symbiosis International (Deemed University), Pune, India. https://orcid.org/0009-0005-6448-3958
  • K Rajagopal Symbiosis Centre for Management and Human Resource Development, Symbiosis International (Deemed University), Pune, India. https://orcid.org/0000-0001-9873-5766

DOI:

https://doi.org/10.14488/BJOPM.2089.2024

Keywords:

Gamification, Software Engineering, Autonomy, Sustainable development goal SDG 8, Productive

Abstract

Goal: This study aims to examine the Gamification application of Productivity with Codeathon, which can make employees more engaging at work. The growing presence of Information technology in the industry is increasing the demand for a skilled workforce and further making them productive. Gamification's growing popularity among the industry and academicians is bringing new emerging forms that are beneficial to influence the user experience. However, there are many areas in which gamification has yet to benefit the user experience. The study analyzed the gathered data using confirmatory factor analysis, and the later section detailed the study analysis using a structural equation method.

Design/Methodology/Approach: An online questionnaire gathered data from IT professionals to adopt the exploratory research, where respondents from Pune, India, were the study participants. The statistical approach adopted for this study was factory analysis followed by structural modelling with the help of tools such as IBM SPSS and Amos, which adds to the empirical Gamification contribution.

Results: The study indicated a relationship between Gamification and Productivity among IT employees, where Autonomy was a mediator factor.

Limitations of the investigation: This study primarily focused on the information technology sector among Generation Z and Y, but future research can explore other industries and countries.

Practical Implications: Gamification encourages the participants' motivation level, making them productive at work and bringing sustainability. Companies shall organize gamified events like Codeathon and encourage their employees' participation, and therefore, the human resources team shall include it as part of their annual budget and planning.

Originality/value: There is limited study in the Codeathon, and this research contributes by analyzing the Gamification aspects with Competition and Autonomy. It addresses the organization's emerging need for productivity issues, making it one of the limited studies in the Gamification with Codeathon. As a result, this study addresses the sustainable development goal 8 to bring and attain sustainability for work.

Downloads

Download data is not yet available.

References

.Al-Readean, M., 2019. Learn, play and compete: A case study of the gamification of professional training, in: Society of Petroleum Engineers - Abu Dhabi International Petroleum Exhibition and Conference 2019, ADIP 2019. OnePetro. https://doi.org/10.2118/197353-ms

Almeida, C., Kalinowski, M., Uchôa, A., Feijó, B., 2023. Negative effects of gamification in education software: Systematic mapping and practitioner perceptions. Inf. Softw. Technol. 156, 107142. https://doi.org/10.1016/J.INFSOF.2022.107142

Alsunki, A.A.M., Ali, M.A.M., Jaharadak, A.A., Md Tahir, N., 2020. Framework of Software Developers Engagement Antecedents and Productivity-A Review, in: Proceedings - 2020 16th IEEE International Colloquium on Signal Processing and Its Applications, CSPA 2020. Institute of Electrical and Electronics Engineers Inc., pp. 302–307. https://doi.org/10.1109/CSPA48992.2020.9068694

Bakhanova, E., Garcia, J.A., Raffe, W.L., Voinov, A., 2023. Gamification Framework for Participatory Modeling: A Proposal. Gr. Decis. Negot. 32, 1167–1182. https://doi.org/10.1007/S10726-023-09838-W/TABLES/1

Bernstein, M.N., Gladstein, A., Latt, K.Z., Clough, E., Busby, B., Dillman, A., 2020. Jupyter notebook-based tools for building structured datasets from the Sequence Read Archive. F1000Research 9. https://doi.org/10.12688/f1000research.23180.2

Botte, B., Bakkes, S., Veltkamp, R., 2020. Motivation in Gamification: Constructing a Correlation Between Gamification Achievements and Self-determination Theory, in: Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Springer Science and Business Media Deutschland GmbH, pp. 157–166. https://doi.org/10.1007/978-3-030-63464-3_15

Ciuchita, R., Heller, J., Köcher, Sarah, Köcher, Sören, Leclercq, T., Sidaoui, K., Stead, S., 2023. It is Really Not a Game: An Integrative Review of Gamification for Service Research. J. Serv. Res. 26, 3–20. https://doi.org/10.1177/10946705221076272/ASSET/IMAGES/LARGE/10.1177_10946705221076272-FIG3.JPEG

Elifneh, Y.W., Embilo, T., 2023. The effect of organizational culture on employees’ performance in research institutes - evidence from Ethiopian Institute of Agricultural Research. Brazilian J. Oper. Prod. Manag. 20, 1603–1603. https://doi.org/10.14488/BJOPM.1603.2023

Fornell, C., Larcker, D.F., 1981. Evaluating Structural Equation Models with Unobservable Variables and Measurement Error. J. Mark. Res. 18, 39. https://doi.org/10.2307/3151312

Gabrielova, K., Buchko, A.A., 2021. Here comes Generation Z: Millennials as managers. Bus. Horiz. 64, 489–499. https://doi.org/10.1016/J.BUSHOR.2021.02.013

Gartner, 2024. Future of Work | Gartner [WWW Document]. Gart. Inc. URL https://www.gartner.com/en/human-resources/topics/future-of-work (accessed 9.14.24).

Gerdenitsch, C., Sellitsch, D., Besser, M., Burger, S., Stegmann, C., Tscheligi, M., Kriglstein, S., 2020. Work gamification: Effects on enjoyment, productivity and the role of leadership. Electron. Commer. Res. Appl. 43, 100994. https://doi.org/10.1016/j.elerap.2020.100994

Hair, J.F., Sarstedt, M., Matthews, L.M., Ringle, C.M., 2016. Identifying and treating unobserved heterogeneity with FIMIX-PLS: part I – method. Eur. Bus. Rev. 28, 63–76. https://doi.org/10.1108/EBR-09-2015-0094/FULL/XML

Hair, J.., Black, W.C., Babin, B.., Anderson, R.E., 2010. Hair, J.F., Black, W.C., Babin, B.J. and Anderson, R.E. (2010) Multivariate Data Analysis. 7th Edition, Pearson, New York. - References - Scientific Research Publishing [WWW Document]. Prentice-Hall. URL https://www.scirp.org/(S(i43dyn45teexjx455qlt3d2q))/reference/ReferencesPapers.aspx?ReferenceID=1841396 (accessed 10.31.23).

Hair Jr., J.F., Gabriel, M.L.D. da S., Patel, V.K., 2014. AMOS Covariance-Based Structural Equation Modeling (CB-SEM): Guidelines on Its Application as a Marketing Research Tool. ERN Model Constr. Estim. 13, 44–55. https://doi.org/10.5585/REMARK.V13I2.2718

Helmefalk, M., Lundqvist, S., Marcusson, L., 2022. The role of mechanics in gamification: An interdisciplinary perspective. Res. Anthol. Game Des. Dev. Usage, Soc. Impact 1870–1890. https://doi.org/10.4018/978-1-6684-7589-8.CH091

Ho, J.C.S., Hung, Y.S., Kwan, L.Y.Y., 2022. The impact of peer competition and collaboration on gamified learning performance in educational settings: a Meta-analytical study. Educ. Inf. Technol. 27, 3833–3866. https://doi.org/10.1007/s10639-021-10770-2

Hong, Y., Saab, N., Admiraal, W., 2024. Approaches and game elements used to tailor digital gamification for learning: A systematic literature review. Comput. Educ. 212, 105000. https://doi.org/10.1016/J.COMPEDU.2024.105000

Hooper, D., Coughlan, J., Mullen, M.R., 2008. Structural equation modelling: Guidelines for determining model fit. Electron. J. Bus. Res. Methods 6, 53–60. https://doi.org/https://doi.org/10.21427/D7CF7R

IBEF, 2023. Information Technology India, Top IT Companies in India - IBEF [WWW Document]. IBEF. URL https://www.ibef.org/industry/information-technology-india (accessed 11.14.23).

Intuit, 2020. Press Releases I Intuit Circles Codeathon | Intuit India [WWW Document]. Intuit. URL https://www.intuit.com/in/company/press-room/press-releases/2020-intuit-circles-codeathon/ (accessed 12.24.23).

Kaiser, H.F., Rice, J., 1974. Little Jiffy, Mark Iv. Educ. Psychol. Meas. 34, 111–117. https://doi.org/10.1177/001316447403400115

Kavyashree, M.B., Kulenur, S., Nagesh, P., Nanjundeswaraswamy, T.S., 2023. Relationship between Human Resource Management Practices and Employee Engagement. Brazilian J. Oper. Prod. Manag. 20, 1331–1331. https://doi.org/10.14488/BJOPM.1331.2023

Kelly, J., 2024. Gen-Zers And Millennials Are Opting Out Of The Traditional Corporate Climb [WWW Document]. Forbes. URL https://www.forbes.com/sites/jackkelly/2024/06/07/gen-zs-and-millennials-are-opting-out-of-the-traditional-corporate-climb/ (accessed 9.1.24).

Llamas, B., Biederstedt, E., Paten, B., Busby, B., Narzisi, G., Schneider, V., Audano, P.A., Blauvelt, L., Bradbury, P., Chang, X., Chin, C.S., Fungtammasan, A., Clarke, W.E., Cleary, A., Ebler, J., Eizenga, J., Sibbesen, J.A., Markello, C.J., Garrison, E., Garg, S., Hickey, G., Lazo, G.R., Lin, M.F., Mahmoud, M., Marschall, T., Minkin, I., Monlong, J., Musunuri, R.L., Sagayaradj, S., Novak, A.M., Rautiainen, M., Regier, A., Sedlazeck, F.J., Siren, J., Souilmi, Y., Wagner, J., Wrightsman, T., Yokoyama, T.T., Zeng, Q., Zook, J.M., 2021. A strategy for building and using a human reference pangenome. F1000Research 8. https://doi.org/10.12688/F1000RESEARCH.19630.2

Luarn, P., Chen, C.C., Chiu, Y.P., 2023. Enhancing intrinsic learning motivation through gamification: a self-determination theory perspective. Int. J. Inf. Learn. Technol. 40, 413–424. https://doi.org/10.1108/IJILT-07-2022-0145

Martí-Carreras, J., Gener, A.R., Miller, S.D., Brito, A.F., Camacho, C.E., Connor, R., Deboutte, W., Glickman, C., Kristensen, D.M., Meyer, W.K., Modha, S., Norris, A.L., Saha, S., Belford, A.K., Biederstedt, E., Brister, J.R., Buchmann, J.P., Cooley, N.P., Edwards, R.A., Javkar, K., Muchow, M., Muralidharan, H.S., Pepe-Ranney, C., Shah, N., Shakya, M., Tisza, M.J., Tully, B.J., Vanmechelen, B., Virta, V.C., Weissman, J.L., Zalunin, V., Efremov, A., Busby, B., 2020. Ncbi’s virus discovery codeathon: Building “five” —the federated index of viral experiments api index. Viruses 12, 1424. https://doi.org/10.3390/v12121424

McKinsey, 2024. A new McKinsey look at the role of productivity in sustainable growth [WWW Document]. McKinsey. URL https://www.mckinsey.com/about-us/new-at-mckinsey-blog/new-mgi-research-will-we-invest-in-productivity-to-thrive (accessed 9.17.24).

Miri, D.H., Macke, J., 2022. Gamification, motivation, and engagement at work: a qualitative multiple case study. Eur. Bus. Rev. 34, 263–276. https://doi.org/10.1108/EBR-04-2020-0106

Nation, U., 2023. Goal 8 | Department of Economic and Social Affairs [WWW Document]. United Nation. URL https://sdgs.un.org/goals/goal8 (accessed 11.15.23).

Oh, J., 2020. How to engage millennial and Gen Z talent at work [WWW Document]. World Econ. Forum. URL https://www.weforum.org/agenda/2020/01/millennial-gen-z-talent-workplace-leadership/ (accessed 9.1.24).

Organization, I.L., 2023. Sustainable Development Goals: World is “well off track” to achieve SDG 8, new ILO research finds [WWW Document]. Int. Labour Organ. URL https://www.ilo.org/global/about-the-ilo/newsroom/news/WCMS_894138/lang--en/index.htm (accessed 11.15.23).

Pinto, C.A.S., Da Cunha Reis, A., 2022. Characteristics of Education 4.0: Its possibilities in times of Pandemic. Brazilian J. Oper. Prod. Manag. 19, 1–8. https://doi.org/10.14488/BJOPM.2022.1554

Rajeshwari, K., Preetha, S., Anitha, H.M., 2021. Classroom to Industry: A Pathway of a Student to Be an Engineer, in: Lecture Notes in Networks and Systems. Springer Science and Business Media Deutschland GmbH, pp. 473–481. https://doi.org/10.1007/978-981-15-7106-0_47

Ramirez Lozano, J.P., Peñaflor Guerra, R., Sanagustin-Fons, M.V., 2024. Responsible consumption trend in Generation Z and millennials its impact on SDG 12. A Peruvian case study. Acad. Rev. Latinoam. Adm. ahead-of-print. https://doi.org/10.1108/ARLA-07-2022-0142/FULL/XML

Report, S.D., 2023. Financing for sustainable development report 2023, Report, Sustainable Development.

Riar, M., Morschheuser, B., Zarnekow, R., Hamari, J., 2022. Gamification of cooperation: A framework, literature review and future research agenda. Int. J. Inf. Manage. 67, 102549. https://doi.org/10.1016/J.IJINFOMGT.2022.102549

Roczniewska, M., Smoktunowicz, E., Calcagni, C.C., von Thiele Schwarz, U., Hasson, H., Richter, A., 2021. Beyond the Individual: A Systematic Review of the Effects of Unit-Level Demands and Resources on Employee Productivity, Health, and Well-Being. J. Occup. Health Psychol. 27, 240–257. https://doi.org/10.1037/ocp0000311

Rodrigues, L., Toda, A.M., Oliveira, W., Palomino, P.T., Vassileva, J., Isotani, S., 2022. Automating Gamification Personalization to the User and Beyond. IEEE Trans. Learn. Technol. 15, 199–212. https://doi.org/10.1109/TLT.2022.3162409

Rodrigues, M.B., Loureiro, S.M.C., Romero, M.I.R., 2024. Luxury fashion games are so cool! Predicting awareness, perceived quality, and loyalty. J. Retail. Consum. Serv. 77, 103668. https://doi.org/10.1016/J.JRETCONSER.2023.103668

Rozi, F., Rosmansyah, Y., Dabarsyah, B., 2019. A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks, in: Proceedings of the International Conference on Electrical Engineering and Informatics. Institute of Electrical and Electronics Engineers Inc., pp. 187–190. https://doi.org/10.1109/ICEEI47359.2019.8988857

Schreiber, J.B., Stage, F.K., King, J., Nora, A., Barlow, E.A., 2006. Reporting structural equation modeling and confirmatory factor analysis results: A review. J. Educ. Res. https://doi.org/10.3200/JOER.99.6.323-338

Siekpe, J.S., 2005. An Examination of the Multidimensioinality of Flow Construct in a Computer-Mediated Environment. J. Electron. Commer. Res. 6, 31–43.

Soundarajan, S., Kuruppu, S., Singh, A., Kim, J., Achalla, M., 2022. SPARClink: an interactive tool to visualize the impact of the SPARC program. F1000Research 11. https://doi.org/10.12688/f1000research.75071.1

Souza, V.S., Marques, S.R.B. de V., Veríssimo, M., 2020. How can gamification contribute to achieve SDGs? : Exploring the opportunities and challenges of ecogamification for tourism. J. Hosp. Tour. Technol. 11, 255–276. https://doi.org/10.1108/JHTT-05-2019-0081/FULL/XML

Statista, 2023. India: IT-BPM industry share in GDP 2023 | Statista [WWW Document]. Statista. URL https://www.statista.com/statistics/320776/contribution-of-indian-it-industry-to-india-s-gdp/ (accessed 11.14.23).

Sun, S., 2023. India: IT industry domestic revenue 2023 | Statista [WWW Document]. Statista. URL https://www.statista.com/statistics/1407101/india-total-revenue-it-industry/ (accessed 11.14.23).

Tapasco-Alzate, O.A., Giraldo-García, J., Ramírez-Ramírez, D., 2022. Productivity metrics in the context of knowledge work: literature vs practice. Int. J. Product. Perform. Manag. 71, 3030–3055. https://doi.org/10.1108/IJPPM-05-2020-0219

Vooris, R., Clavio, G., 2017. Scale Development, in: The International Encyclopedia of Communication Research Methods. John Wiley & Sons, Ltd, pp. 1–20. https://doi.org/10.1002/9781118901731.iecrm0229

Wesonga, R.M., Awe, O.I., 2022. An Assessment of Traditional and Genomic Screening in Newborns and their Applicability for Africa. Informatics Med. Unlocked. https://doi.org/10.1016/j.imu.2022.101050

World Population Review, 2024. Most Productive Countries 2024 [WWW Document]. World Popul. Rev. URL https://worldpopulationreview.com/country-rankings/most-productive-countries#top (accessed 9.3.24).

Downloads

Published

2024-11-23

How to Cite

Tayal, S., & Rajagopal, K. (2024). Gamification with Codeathon for Productivity Toward Sustainable Development Goal 8 – Decent Work and Economic Growth. Brazilian Journal of Operations & Production Management, 21(4), 2089 . https://doi.org/10.14488/BJOPM.2089.2024

Issue

Section

Research paper