A STUDY ON GAMIFICATION IN EMPLOYEES ENGAGEMENT PROGRAM AT RANE BRAKE LINING LIMITED

This study investigates the impact of gamification on employee engagement at Rane Brake Lining Limited (RBL), a prominent manufacturer in the automotive friction materials sector.Gamification, defined as the integration of game design elements in non-game contexts, is increasingly adopted by organizations seeking to enhance motivation, productivity, and employee satisfaction.Using a descriptive research methodology, supported by statistical tools such as Chi-square tests and ANOVA, this study analyses how elements like leader boards, badges, challenges, and real-time feedback influence engagement levels among employees across different demographics.The findings reveal that gamification significantly improves workplace engagement by making routine tasks more interactive and rewarding.Employees reported higher motivation and job satisfaction when tasks were gamified and feedback was immediate.Moreover, the study identifies that age plays a critical role in shaping responses to gamified activities, indicating the importance of designing age-sensitive engagement strategies.Younger employees showed a stronger preference for competitive elements like points and leader boards, while older employees valued meaningful progress tracking and collaborative challenges.While the benefits of gamification are substantial, the study also highlights potential risks, such as diminishing intrinsic motivation if gamified systems focus excessively on external rewards.Therefore, organizations must carefully balance intrinsic and extrinsic motivators to sustain long-term engagement.In conclusion, the research underscores that thoughtful implementation of gamification can transform traditional HR practices by creating a dynamic, engaging, and emotionally connected workplace culture.The insights from RBL demonstrate how manufacturing industries, often seen as traditional in their employee management approaches, can successfully adopt gamified strategies to enhance organizational performance and employee well-being.Future research can expand this understanding by exploring the long-term impacts of gamification across various industrial sectors.

Publication Details

Journal
IARJSET
Published
2025-05-05
DOI
https://doi.org/10.17148/iarjset.2025.12561
Primary Topic
Cyberloafing and Workplace Behavior
Type
article
Field-Weighted Citation Impact
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article

A STUDY ON GAMIFICATION IN EMPLOYEES ENGAGEMENT PROGRAM AT RANE BRAKE LINING LIMITED

IARJSET
Cyberloafing and Workplace Behavior
article

A STUDY ON GAMIFICATION IN EMPLOYEES ENGAGEMENT PROGRAM AT RANE BRAKE LINING LIMITED

article en

Abstract

This study investigates the impact of gamification on employee engagement at Rane Brake Lining Limited (RBL), a prominent manufacturer in the automotive friction materials sector.Gamification, defined as the integration of game design elements in non-game contexts, is increasingly adopted by organizations seeking to enhance motivation, productivity, and employee satisfaction.Using a descriptive research methodology, supported by statistical tools such as Chi-square tests and ANOVA, this study analyses how elements like leader boards, badges, challenges, and real-time feedback influence engagement levels among employees across different demographics.The findings reveal that gamification significantly improves workplace engagement by making routine tasks more interactive and rewarding.Employees reported higher motivation and job satisfaction when tasks were gamified and feedback was immediate.Moreover, the study identifies that age plays a critical role in shaping responses to gamified activities, indicating the importance of designing age-sensitive engagement strategies.Younger employees showed a stronger preference for competitive elements like points and leader boards, while older employees valued meaningful progress tracking and collaborative challenges.While the benefits of gamification are substantial, the study also highlights potential risks, such as diminishing intrinsic motivation if gamified systems focus excessively on external rewards.Therefore, organizations must carefully balance intrinsic and extrinsic motivators to sustain long-term engagement.In conclusion, the research underscores that thoughtful implementation of gamification can transform traditional HR practices by creating a dynamic, engaging, and emotionally connected workplace culture.The insights from RBL demonstrate how manufacturing industries, often seen as traditional in their employee management approaches, can successfully adopt gamified strategies to enhance organizational performance and employee well-being.Future research can expand this understanding by exploring the long-term impacts of gamification across various industrial sectors.

IARJSETVol. 12(5)
Openalex Percentile: Top 83%
Cyberloafing and Workplace Behavior
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