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Paper Type
ERF
Abstract
Organizations have used gamification or gamified systems to accomplish business objectives. While prior research on gamified systems has identified game elements that influence user motivation and engagement, little research has examined gamified systems from the dual-congruity perspectives. Based on dual-congruity theory, we examine roles of self-congruity and functional congruity in the context of gamified Enterprise Resource Planning (ERP) training. In particular, we examine the effects of ERP self- and functional congruity on intention to learn about ERP systems. Also, we identify four dimensions of ERPsim self-congruity: competition, collaboration, rank, and status.
Recommended Citation
Curley, Eric; Lee, Jinwoong; Kwak, Dong-Heon; and Polites, Greta, "An Empirical Examination of Dual-Congruity Perspectives in the Gamified ERP Training" (2020). AMCIS 2020 Proceedings. 6.
https://aisel.aisnet.org/amcis2020/is_education/is_education/6
An Empirical Examination of Dual-Congruity Perspectives in the Gamified ERP Training
Organizations have used gamification or gamified systems to accomplish business objectives. While prior research on gamified systems has identified game elements that influence user motivation and engagement, little research has examined gamified systems from the dual-congruity perspectives. Based on dual-congruity theory, we examine roles of self-congruity and functional congruity in the context of gamified Enterprise Resource Planning (ERP) training. In particular, we examine the effects of ERP self- and functional congruity on intention to learn about ERP systems. Also, we identify four dimensions of ERPsim self-congruity: competition, collaboration, rank, and status.
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