Gamification Model for the Affective Commitment of the Technology Team in a Financial Institution

This research explores the application of a gamification model as a tool to reduce the deficit in affective commitment within an IT Squad from the Technology Tribe of a financial entity in Lima, Peru. Issues negatively impacting the team's performance were identified, such as lack of communication, interpersonal conflicts, and lack of recognition, among others. The gamification model proposed in this research was designed with the aim of increasing motivation, improving interpersonal relationships, and fostering more effective collaboration, based on theories about gamification models and organizational commitment, as well as using role-playing games as a tool to develop social skills. The results of the research showed a 25% increase in the affective commitment of the IT Squad, concluding that the application of a gamification model is a viable strategy to improve the performance of IT workers.

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Publication Details

Published
2024-12-22
DOI
https://doi.org/10.1109/cicn63059.2024.10847477
Primary Topic
Impulse Buying and Technology Impacts
Type
article
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article

Gamification Model for the Affective Commitment of the Technology Team in a Financial Institution

Ciro Rodríguez, Daniel-Antonio Farías-Güich
Impulse Buying and Technology Impacts
article

Gamification Model for the Affective Commitment of the Technology Team in a Financial Institution

Ciro Rodríguez, Daniel-Antonio Farías-Güich
article en

Abstract

This research explores the application of a gamification model as a tool to reduce the deficit in affective commitment within an IT Squad from the Technology Tribe of a financial entity in Lima, Peru. Issues negatively impacting the team's performance were identified, such as lack of communication, interpersonal conflicts, and lack of recognition, among others. The gamification model proposed in this research was designed with the aim of increasing motivation, improving interpersonal relationships, and fostering more effective collaboration, based on theories about gamification models and organizational commitment, as well as using role-playing games as a tool to develop social skills. The results of the research showed a 25% increase in the affective commitment of the IT Squad, concluding that the application of a gamification model is a viable strategy to improve the performance of IT workers.

National University of San Marcos (PE)
Openalex Percentile: Top 68%
Impulse Buying and Technology Impacts
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