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dc.contributor.authorSereno, Marcelo Rodrigues Magioli
dc.date.accessioned2021-12-13T21:05:52Z
dc.date.available2021-12-13T21:05:52Z
dc.date.issued2021
dc.identifier.urihttps://hdl.handle.net/10652/5477
dc.description.abstractRESEARCH QUESTIONS: 1. Identify if there is a significant difference between the motivation perceived by the bank employee who participated in gamified training in the work environment of the one who did not. 2. To assess the difference in bank employees' level of engagement after gamified training of those who had non-gamified training. 3 To assess the difference in bank employees' level of engagement after gamified training of those who had non-gamified training. ABSTRACT: in the banking sector increases, banks strive to maintain professionals in their workforce who can make a difference in this scenario. While gamification has emerged as a solution to increase employee motivation and engagement, many companies still view it with fear, due to the lack of scientific proof of its results and standardisation. This research seeks to discover gamified training outcomes in the banking sector, comparing them with traditional training outcomes. The outcomes analysed were competence, autonomy, relatedness, engagement, and job satisfaction. The fuzzy-set analysis provided an in-depth investigation since it also considers non-linear and asymmetric results. The findings support that gamification applied in banking training results in job satisfaction at levels higher than traditional training. However, it was not supported that there is a significant difference in relation to competence, relatedness and engagement. Autonomy, on the other hand, was not found as an outcome in both gamified and non-gamified training. This work contributes to the field of research on gamification, for companies in the banking industry and those that can benefit from gamified training, such as training and service companies.en_NZ
dc.language.isoenen_NZ
dc.rightsAttribution-NonCommercial 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/*
dc.subjectbanksen_NZ
dc.subjectemployeesen_NZ
dc.subjectemployee motivationen_NZ
dc.subjectemployee engagementen_NZ
dc.subjecttrainingen_NZ
dc.subjectmotivationen_NZ
dc.subjectengagementen_NZ
dc.subjectgamificationen_NZ
dc.subjectfuzzy set qualitative comparative analysis (fs/QCA)en_NZ
dc.subjecthuman resources management (HRM)en_NZ
dc.titleEffects of gamification in the banking industry: A comparison analysis between gamified and non-gamified trainingen_NZ
dc.typeMasters Dissertationen_NZ
dc.rights.holderAuthoren_NZ
thesis.degree.nameMaster of Applied Managementen_NZ
thesis.degree.levelMastersen_NZ
thesis.degree.grantorSouthern Institute of Technology (SIT)en_NZ
dc.subject.marsden350204 Financial institutions (incl. banking)en_NZ
dc.subject.marsden350503 Human resources managementen_NZ
dc.subject.marsden460706 Serious gamesen_NZ
dc.identifier.bibliographicCitationSereno, M. R. M. (2021). Effects of gamification in the banking industry: A comparison analysis between gamified and non-gamified training. (Unpublished document submitted in partial fulfilment of the requirements for the degree of Master of Applied Management). Southern Institute of Technology (SIT), New Zealand. https://hdl.handle.net/10652/5477en
unitec.pages181en_NZ
unitec.institutionSouthern Institute of Technology (SIT)en_NZ
dc.contributor.affiliationSouthern Institute of Technology (Invercargill, N.Z.)en_NZ
unitec.publication.placeNew Zealanden_NZ
unitec.advisor.principalAng, Andy
unitec.institution.studyareaBusinessen_NZ
dc.identifier.wikidataQ111290522


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