Research on the Influence Mechanism of Gamification Elements on User Satisfaction of ERP Training

This study examines the effectiveness of gamified ERP training system and explores the impact of different types of gamified elements on user satisfaction. Based on the self-determination theory, this study makes an empirical study on the survey data of 194 sets of samples of the gamified ERP training system, and explores the mechanism of different types of gamification elements in the ERP training system on user satisfaction and the mediating role of internal needs. The study results indicate that the role of immersive gamification elements in ERP training, in a situation of compulsory participation, is severely limited and only positively related to the need for competence when compared to the research scenario of non-compulsory participation. Achievement and social gamification elements are positively related to intrinsic needs. Among the two, achievement gamification elements have a stronger influence on competence needs, while social gamification elements have a stronger influence on autonomy and relatedness needs. Autonomy and competence needs partially mediate the effect of achievement gamification elements on user satisfaction, while they fully mediate the effect of social gamification elements on user satisfaction.

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Publication Details

Published
2024-08-23
DOI
https://doi.org/10.1145/3695652.3695662
Primary Topic
Educational Games and Gamification
Type
article
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article

Research on the Influence Mechanism of Gamification Elements on User Satisfaction of ERP Training

Xiang Weng, Jun Yin
Educational Games and Gamification
article

Research on the Influence Mechanism of Gamification Elements on User Satisfaction of ERP Training

Xiang Weng, Jun Yin
article en

Abstract

This study examines the effectiveness of gamified ERP training system and explores the impact of different types of gamified elements on user satisfaction. Based on the self-determination theory, this study makes an empirical study on the survey data of 194 sets of samples of the gamified ERP training system, and explores the mechanism of different types of gamification elements in the ERP training system on user satisfaction and the mediating role of internal needs. The study results indicate that the role of immersive gamification elements in ERP training, in a situation of compulsory participation, is severely limited and only positively related to the need for competence when compared to the research scenario of non-compulsory participation. Achievement and social gamification elements are positively related to intrinsic needs. Among the two, achievement gamification elements have a stronger influence on competence needs, while social gamification elements have a stronger influence on autonomy and relatedness needs. Autonomy and competence needs partially mediate the effect of achievement gamification elements on user satisfaction, while they fully mediate the effect of social gamification elements on user satisfaction.

Jiangsu University of Science and Technology (CN)
Openalex Percentile: Top 78%
Educational Games and Gamification
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