Location
Hilton Waikoloa Village, Hawaii
Event Website
https://hicss.hawaii.edu/
Start Date
7-1-2025 12:00 AM
End Date
10-1-2025 12:00 AM
Description
This research explores the effect of gamification using achievement-oriented affordances in Enterprise Resource Planning (ERP) systems on subjective (behavioral intention) and objective (performance) outcomes. Drawing on the cognitive-affective-conative (CAC) framework, a research model was developed to explain behavioral intention and tested in a pilot experiment with 63 participants. These participants completed a post-study questionnaire for assessing the impact of gamification on users’ behavioral intention that is mediated by CAC constructs: focused immersion, enjoyment, and self-rewarding experience. Preliminary results show that gamification enhances enjoyment and self-rewarding experience, which in turn positively influence and fully mediate behavioral intention. Objective performance outcomes were analyzed with 91 participants in another experimental study, which indicates that users of gamified ERP showed greater performance improvement than users of traditional (non-gamified) ERP. Our results contribute to a better theoretical and practical understanding of how gamification influences subjective and objective outcomes in the ERP context.
Recommended Citation
Adeborna, Esi; Nah, Fiona Fui-Hoon; and Motiwalla, Luvai, "Impact of Achievement-Oriented Gamification in ERP Systems: Examining Subjective and Objective User Outcomes" (2025). Hawaii International Conference on System Sciences 2025 (HICSS-58). 3.
https://aisel.aisnet.org/hicss-58/da/gamification/3
Impact of Achievement-Oriented Gamification in ERP Systems: Examining Subjective and Objective User Outcomes
Hilton Waikoloa Village, Hawaii
This research explores the effect of gamification using achievement-oriented affordances in Enterprise Resource Planning (ERP) systems on subjective (behavioral intention) and objective (performance) outcomes. Drawing on the cognitive-affective-conative (CAC) framework, a research model was developed to explain behavioral intention and tested in a pilot experiment with 63 participants. These participants completed a post-study questionnaire for assessing the impact of gamification on users’ behavioral intention that is mediated by CAC constructs: focused immersion, enjoyment, and self-rewarding experience. Preliminary results show that gamification enhances enjoyment and self-rewarding experience, which in turn positively influence and fully mediate behavioral intention. Objective performance outcomes were analyzed with 91 participants in another experimental study, which indicates that users of gamified ERP showed greater performance improvement than users of traditional (non-gamified) ERP. Our results contribute to a better theoretical and practical understanding of how gamification influences subjective and objective outcomes in the ERP context.
https://aisel.aisnet.org/hicss-58/da/gamification/3