More than a game: how gamification fosters fun, engagement and performance in the hospitality workplace

Purpose This study investigates how gamification strategies in hospitality organizations influence employee engagement, workplace fun, involvement and job performance. By adopting a dual-theoretical lens – self-determination theory (SDT) and the job demands-resources (JD-R) model – the study aims to explain the motivational and organizational mechanisms underlying gamification's impact. Design/methodology/approach A concurrent mixed-method design was employed, integrating qualitative interviews with hospitality professionals and quantitative survey data from frontline employees. Thematic analysis was used to extract qualitative insights, while quantitative data were examined using descriptive and inferential statistics. Findings Gamification was found to enhance employee engagement and performance by addressing psychological needs (SDT) and acting as a workplace resource (JD-R). Workplace fun and involvement emerged as critical mediators, linking gamified activities to increased intrinsic motivation and organizational commitment. Practical implications The results provide hospitality managers with actionable strategies to design gamification frameworks that are perceived as fair, development-oriented, and socially enriching, ultimately leading to sustained employee engagement and performance. Originality/value This study contributes to the hospitality literature by offering an integrative theoretical explanation for gamification's effects, bridging individual psychological needs with structural workplace dynamics through a mixed-method lens.

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Publication Details

Journal
Journal of Hospitality and Tourism Insights
Published
2026-03-11
DOI
https://doi.org/10.1108/jhti-09-2025-1040
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

More than a game: how gamification fosters fun, engagement and performance in the hospitality workplace

Ekrem Aydin, Pelin Tuna, Eda Hazarhun, Gokcen Sayar et al.
Journal of Hospitality and Tourism Insights
Educational Games and Gamification
article

More than a game: how gamification fosters fun, engagement and performance in the hospitality workplace

Ekrem Aydin, Pelin Tuna, Eda Hazarhun, Gokcen Sayar, Osman Seraceddin Sesliokuyucu
article en

Abstract

Purpose This study investigates how gamification strategies in hospitality organizations influence employee engagement, workplace fun, involvement and job performance. By adopting a dual-theoretical lens – self-determination theory (SDT) and the job demands-resources (JD-R) model – the study aims to explain the motivational and organizational mechanisms underlying gamification's impact. Design/methodology/approach A concurrent mixed-method design was employed, integrating qualitative interviews with hospitality professionals and quantitative survey data from frontline employees. Thematic analysis was used to extract qualitative insights, while quantitative data were examined using descriptive and inferential statistics. Findings Gamification was found to enhance employee engagement and performance by addressing psychological needs (SDT) and acting as a workplace resource (JD-R). Workplace fun and involvement emerged as critical mediators, linking gamified activities to increased intrinsic motivation and organizational commitment. Practical implications The results provide hospitality managers with actionable strategies to design gamification frameworks that are perceived as fair, development-oriented, and socially enriching, ultimately leading to sustained employee engagement and performance. Originality/value This study contributes to the hospitality literature by offering an integrative theoretical explanation for gamification's effects, bridging individual psychological needs with structural workplace dynamics through a mixed-method lens.

Journal of Hospitality and Tourism Insights
Artvin Coruh University (TR), Istanbul Kültür University (TR), University of South Florida (US), Yıldız Technical University (TR), Suleyman Demirel University (KZ), Department of Public Health (MM)
Decent work and economic growth
Openalex Percentile: Top 28%
Educational Games and Gamification
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