Gamification in Organizational Workplaces: A Case Study in a Public Company
gamification, workplace, engagement
Gamification is a way of using game elements and applying them in real-world contexts to motivate people and achieve a more productive environment. As it is considered a tool designed to increase engagement, gamification can be applied in several areas, including organizational activities. The purpose of this work consists of carrying out a Case Study at the Brazilian Agricultural Research Corporation (Embrapa) through the analysis of the effects of a gamified solution applied to the Innovation Macroprocess (MPI), responsible for managing research, development and innovation solutions for the sustainability of Brazilian agribusiness. The main objective is to evaluate the effectiveness of gamification to increase employee engagement, collaboration and motivation regarding the use of the Asset Management System (Gestec), a computational tool that implements part of the MPI. Initially, a study of the theoretical foundations of gamification was carried out, followed by a Systematic Literature Review (SLR) to investigate the main frameworks, techniques and effects observed in gamified solutions applied in organizational environments. Afterwards, a Case Study was carried out, involving a group of twenty seven participants to evaluate the effects that a gamification solution can provide.