Determinants of Gamification Effectiveness: Gamification Affordances and Coping Responses in the Context of Gamified ERP Training

Asher John, Kent State University
Md Masum Ikbal Patwary, Kent State University
Soomin Park, The Citadel, The Military College of South Carolina
Yu Zhao, Lamar University
Dong-Heon Kwak, Kent State University

SIG ED

Description

Gamified training is often used to facilitate the adoption of complex information systems in organizations. However, little research has focused on the factors that influence the effective use of gamified training. This study investigates the determinants of effective use of the enterprise resource planning simulation game, ERPsim. The study proposes that ERPsim affordances, such as collaboration and competition, affect coping responses, including task-oriented, emotion-oriented, and avoidance, which in turn impact the effective use of the game. The data were collected from 255 graduate students enrolled in an ERP course at a public university in the United States. The results show that collaboration affordance significantly affects all three coping responses, while competition affordance only affects task-oriented coping. Additionally, task-, and emotion-oriented coping are found to influence the effective use of ERPsim, but avoidance coping does not. The study highlights the importance of affordances and coping responses in gamified training design and implementation towards effective use.

 
Aug 10th, 12:00 AM

Determinants of Gamification Effectiveness: Gamification Affordances and Coping Responses in the Context of Gamified ERP Training

Gamified training is often used to facilitate the adoption of complex information systems in organizations. However, little research has focused on the factors that influence the effective use of gamified training. This study investigates the determinants of effective use of the enterprise resource planning simulation game, ERPsim. The study proposes that ERPsim affordances, such as collaboration and competition, affect coping responses, including task-oriented, emotion-oriented, and avoidance, which in turn impact the effective use of the game. The data were collected from 255 graduate students enrolled in an ERP course at a public university in the United States. The results show that collaboration affordance significantly affects all three coping responses, while competition affordance only affects task-oriented coping. Additionally, task-, and emotion-oriented coping are found to influence the effective use of ERPsim, but avoidance coping does not. The study highlights the importance of affordances and coping responses in gamified training design and implementation towards effective use.

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