Effects of leaderboard affordance and perceived role importance in team-based gamified training

Gamification has been effectively applied in organizational and academic training to enhance motivation. Among various game elements, leaderboards are particularly popular in gamified training environments. Grounded in gamification research, self-determination theory, and job demands-resources theory, this research investigates the relationships among leaderboard affordance, perceived role importance in a team (PRIT), satisfaction of the three psychological needs (perceived autonomy, competence, and relatedness), and two types of stress (distress and eustress). Using a team-based ERP simulation game for gamified ERP training, we conducted two studies (Study 1: <i>N</i> = 203 and Study 2: <i>N</i> = 216) and employed structural equation modelling to test our hypotheses. Our findings indicate that leaderboard affordance positively influences PRIT. Additionally, the results show that leaderboard affordance and PRIT increase needs satisfaction and eustress, while the effects on distress were minimal. This study contributes to gamification IS research by highlighting the impact of leaderboard affordances and PRIT in fostering positive psychological outcomes and expanding our understanding of stress in gamified training contexts. Our findings are important for organizations seeking to maintain motivation and engagement through gamified training.

Publication Details

Journal
Figshare
Published
2025-01-01
DOI
https://doi.org/10.6084/m9.figshare.29435744.v1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Effects of leaderboard affordance and perceived role importance in team-based gamified training

Figshare
Educational Games and Gamification
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Effects of leaderboard affordance and perceived role importance in team-based gamified training

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Abstract

Gamification has been effectively applied in organizational and academic training to enhance motivation. Among various game elements, leaderboards are particularly popular in gamified training environments. Grounded in gamification research, self-determination theory, and job demands-resources theory, this research investigates the relationships among leaderboard affordance, perceived role importance in a team (PRIT), satisfaction of the three psychological needs (perceived autonomy, competence, and relatedness), and two types of stress (distress and eustress). Using a team-based ERP simulation game for gamified ERP training, we conducted two studies (Study 1: <i>N</i> = 203 and Study 2: <i>N</i> = 216) and employed structural equation modelling to test our hypotheses. Our findings indicate that leaderboard affordance positively influences PRIT. Additionally, the results show that leaderboard affordance and PRIT increase needs satisfaction and eustress, while the effects on distress were minimal. This study contributes to gamification IS research by highlighting the impact of leaderboard affordances and PRIT in fostering positive psychological outcomes and expanding our understanding of stress in gamified training contexts. Our findings are important for organizations seeking to maintain motivation and engagement through gamified training.

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Effects of leaderboard affordance and perceived role importance in team-based gamified training · Figshare (2025) | TGRS Research Map | TGRS