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Table 9.7 Mean average answers in online questionnaire of top 8 users (Group A 1 ) of the leader-
board and users on position 9-19 (Group A 2 )
Group A 1
(rank 8)
Group A 2
(rank > 8)
Q 1 (contribution) 3.14 2.86
Q 2 (familiarity) 3.14 3.00
Q 3 (motivation) 3.71 2.86
Q 4 (positive) 3.71 3.57
Q 5 (negative) 3.14 2.57
Higher value indicates higher assessment, higher frequency and stronger agreement
of gamification is indeed reflected by actual user interaction with a gamified system,
hence answering our second research question.
9.3.5 Conclusion
In this section, we studied the perceived and actual role of gamification in a workplace
environment. We focused on two questions.
First, we were interested to know whether employees perceive gamification as
positive or negative factor in an enterprise. Therefore, we distributed an online ques-
tionnaire among members of a large research institute where participants were asked
to judge and respond to different statements and questionnaires on a Five-Point Likert
scale. Their responses indicate that although some employees were already familiar
with the idea of gamification and are convinced that it can have a positive effect on
their work, nevertheless, a majority of participants stated that they are not convinced
that it can serve as intrinsic motivation for themselves.
In our second research question, we were interested to evaluate whether this
perceived role of gamification that is reported by the participants of the online ques-
tionnaire matches their actual behavior when using a gamified system. Therefore, we
gamified an existing enterprise bookmarking system and introduced it in the same
research institute. After 1 week, we analyzed the online questionnaire based on the
users' interaction with this system. We observed that the employees who showed a
positive tendency toward gamification also interacted more with the gamified system.
We conclude that there is a relationship between the perceived and the actual role of
gamification principles in a workplace environment.
As mentioned in the previous section, when designing games, one method to
approach this individuality is to regard well-known player typologies [ 14 ] to group
similar player types, and to design gamification addressing all these player types.
The most common technique to find out the user types is the use of questionnaires
and interviews. However, this approach is associated with high efforts. Given the bias
effect caused by questionnaires, we argue that it is hard to conclude on users' actual
 
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