Abstract
Team-based enterprise gamification is designed to support teamwork and increase productivity within the organization in order to derive positive business outcomes through its own employees. While there have been a number of studies on gamification, they have mainly focused in the individual as the unit of analysis. Based on Reflective and Impulsive Model, the purpose of this study is to examine the effects of team-level reflective and impulsive determinants in the context of gamified ERP training. Our research model proposes that team absorptive capacity and team mood influence individuals’ ERP competence and hedonic motivation, which in turn affect intention to learn about ERP systems.
Recommended Citation
Kuem, Jungwon; Wu, Jiao; Kwak, Dong-Heon; Deng, Shuyuan; and Srite, Mark, "Socio Cognitive and Affective Processing in the Context of Team-Based Gamified ERP Training: Reflective and Impulsive Model" (2016). MWAIS 2016 Proceedings. 16.
https://aisel.aisnet.org/mwais2016/16