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The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal

Mario Passalacqua, Pierre-Majorique Léger, Sylvain Sénécal, Marc Fredette, Lennart E. Nacke, Xinli Lin, Karine Grande, Nicolas Robitaille, Liza Ziemer, and Tony Caprioli. 2019. The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal. In Information Systems and Neuroscience. Lecture Notes in Information Systems and Organisation, vol 29. Cham. Springer, 187-194. doi:10.1007/978-3-030-01087-4_23

Abstract

Engagement, or rather lack thereof has become a major issue because of its negative impact on productivity. Recently, gamification has successfully been implemented into corporate technological interfaces to increase engagement of employees. This paper proposes a theory-driven experiment that examines the impact a gamified interface has on engagement and performance of workers in a warehouse-management task. Specifically, the experiment proposed in this paper compares how the integration of two different types of goal-setting (self-set goals or assigned goals) into a warehouse-employee interface will affect engagement and performance.