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The Impact of Gamification on the Utilization of Knowledge

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dc.contributor.author Sammour, Mira
dc.date.accessioned 2023-10-24T07:00:05Z
dc.date.available 2023-10-24T07:00:05Z
dc.date.copyright 2023 en_US
dc.date.issued 2023-05-16
dc.identifier.uri http://hdl.handle.net/10725/15129
dc.description.abstract Purpose – The knowledge of the gamification processes needs to advance and offer organizations helpful guidance to enhance their knowledge and promote an environment of continuous development. Thus, this study explores the impact of gamification on the utilization of knowledge: The mediating role of perceived functional, social, emotional, and epistemic value. Methodology– A sample of 439 employees working in were sent a 27 close-ended questionnaire divided into 8 sections which were measured using a 5-point scale Findings – Gamification is found to have a positive effect on knowledge utilization. Furthermore, perceived value partially moderates the relation between gamification and knowledge utilization. Practical implications – Managers must create more efficient gamification strategies that are tailored to their staff in order to improve performance and create a more enjoyable experience. Originality – Little research is available about gamification’s impact in the context of knowledge utilization. en_US
dc.language.iso en en_US
dc.subject Gamification en_US
dc.subject Games -- Social aspects en_US
dc.subject Motivation (Psychology) -- Methdology en_US
dc.subject Lebanese American University -- Dissertations en_US
dc.subject Dissertations, Academic en_US
dc.title The Impact of Gamification on the Utilization of Knowledge en_US
dc.type Thesis en_US
dc.title.subtitle The Mediating Role of Perceived Functional, Social, Emotional, and Epistemic Value en_US
dc.term.submitted Spring en_US
dc.author.degree MS in Human Resources Management en_US
dc.author.school SOB en_US
dc.author.idnumber 202106057 en_US
dc.author.commembers Aad, Samar
dc.author.commembers Yunis, Manal
dc.author.department Management Studies en_US
dc.description.physdesc 1 online resource (ix, 45 leaves):ill. en_US
dc.author.advisor Karkoulian, Silva
dc.keywords Gamification en_US
dc.keywords Enjoyment en_US
dc.keywords Usefulness en_US
dc.keywords Motivation en_US
dc.keywords Perceived Value en_US
dc.keywords Knowledge Utilization en_US
dc.description.bibliographiccitations Includes bibliographical references (leaves 30-37) en_US
dc.identifier.doi https://doi.org/10.26756/th.2023.614
dc.author.email mira.sammour@lau.edu en_US
dc.description.irb LAU.SOB.SK2.19/Jan/2023 en_US
dc.identifier.tou http://libraries.lau.edu.lb/research/laur/terms-of-use/thesis.php en_US
dc.publisher.institution Lebanese American University en_US
dc.author.affiliation Lebanese American University en_US


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