Abstract:
Purpose – Gamification has emerged as a strategic tool to enhance engagement and foster
collaboration within non-game contexts. This study aims to develop and validate a
structural framework examining how gamification mediates the relationship between
employee engagement, motivation, and burnout within the Lebanese workplace context.
Design/methodology/approach – A quantitative approach was employed using a
structured questionnaire targeting employees aged 18 to 64 across multiple sectors in
Lebanon. Data was analyzed using Partial Least Squares Structural Equation Modeling
(PLS-SEM). Measurement and structural models were assessed to evaluate reliability,
validity, and path significance. Mediation analysis was performed to test the interaction
effect of gamification.
Findings – The results confirmed that employee engagement and motivation are both
negatively associated with burnout (β = -0.7866, p < 0.01). Importantly, gamification was
found to significantly moderate the engagement-burnout relationship (interaction term β =
-0.2529, p < 0.05), indicating that individuals with high engagement levels experience
significantly lower burnout in the presence of gamified elements. The overall model
explained 71% of the variance in burnout (R² = 0.710), reflecting a strong predictive power.
Research limitations/implications – The sample was collected using snowball sampling and self-reported measures, which may introduce response bias. Additionally, the current
level of gamification adoption in Lebanese organizations remains low, potentially affecting
generalizability.
Practical implications – The findings offer actionable insights for HR professionals and
organizational leaders seeking to mitigate employee burnout. Gamification can serve as a
non-monetary motivational lever to boost engagement, enhance productivity, and reduce
turnover-related costs.
Originality/value – This research adds to the limited empirical evidence on gamification
in emerging markets by validating its moderating role in reducing burnout. The study
advocates for gamification as a viable tool in employee experience strategies, particularly
in resource-constrained environments.