Middlesex University / KMU Akademie & Management AG
Gamification als Führungsinstrument zur Steigerung der Mitarbeitendenmotivation – Eine Empirische Untersuchung und Handlungsempfehlungen für Unternehmen der Dienstleistungsbranche und der produzierenden Industrie im deutschsprachigen Raum
Abstract
dc:description.abstractThe dissertation titled „ Gamification as a Leadership Tool for Increasing Employee Motivation: An Empirical Study and Recommendations for Companies “explores the application of gamification strategies within corporate settings to boost employee motivation and engagement. The study aims to address the increasing challenges faced by organizations in maintaining high levels of motivation among employees, particularly in the context of continuous professional development and workplace productivity. The research is structured around a comprehensive analysis of the current state of gamification in corporate environments, including a review of its theoretical foundations and empirical applications. The study begins by examining the concept of gamification, defining its key elements and distinguishing it from related practices such as serious games. It also highlights the theoretical underpinnings, particularly the Self-Determination Theory (SDT) by Deci and Ryan, which suggests that gamification can satisfy essential psychological needs—autonomy, competence, and relatedness—thereby enhancing intrinsic motivation. The empirical part of the dissertation involves a mixed-methods approach, combining quantitative and qualitative data to assess the effectiveness of gamification elements in various corporate scenarios. The study evaluates how different gamification components, such as points, badges, leaderboards, and narrative structures, impact employee motivation and performance. It also investigates the role of corporate culture and leadership in the successful implementation of gamification strategies. One of the significant findings of the research is that gamification, when properly integrated into the organizational culture and aligned with the company’s strategic goals, can lead to substantial improvements in employee engagement and motivation. However, the study also identifies potential risks, such as the possibility of demotivation if gamification elements are poorly designed or implemented without considering the specific context of the organization. The dissertation concludes with practical recommendations for companies looking to adopt gamification strategies. These include guidelines for selecting appropriate gamification elements, aligning them with organizational values, and ensuring they contribute to long-term motivational goals rather than short-term engagement spikes. The study also emphasizes the importance of ongoing assessment and adaptation of gamification strategies to maintain their effectiveness over time. Overall, this dissertation contributes to the growing body of literature on gamification in the workplace by providing empirical evidence and actionable insights for companies seeking to enhance employee motivation through innovative, game-based approaches.
Degree
thesis:*- Name dc:type.qualificationname
- DBA
- Level dc:type.qualificationlevel
- DBA thesis
- Grantor dc:publisher.institution
- Middlesex University / KMU Akademie & Management AG
- Year dc:date.issued
- 2025
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Stebler, A.
Identifiers
dc:identifier.*- Identifier
- oai:repository.mdx.ac.uk:287236
- OAI identifier oai:identifier
- oai:repository.mdx.ac.uk:287236