Authors :
Sarah Emad Eldin Ahmed Aly
Volume/Issue :
Volume 6 - 2021, Issue 4 - April
Google Scholar :
http://bitly.ws/9nMw
Scribd :
https://bit.ly/3eXZQWD
Abstract :
This study aims to study the mediating effect
of gamification and measure its impact on the
relationship between psychological capital and
employees’ creativity. On this basis, we conducted an
applied study by distributing a questionnaire via the
Internet with employees from different companies in the
Kingdom of Bahrain. The idea of using an App called
Habitica, which is a game to track habits, was presented,
as the main goal of it is to transform work-related tasks
as part of its game. This proposal came on the basis that
some of the employees of these companies had already
been using this application for at least two weeks, and
the use of this application was mainly as part of the
gamification policies that the company was trying to
implement recently. The research data were obtained
from 115 employees who are using Habitica App for at
least 2 weeks and 122 employees who are not using it at
all. Psychological capital, employees’ creativity, and the
relationship between them were measured among the
total number of responses which was 237, and then we
have compared them. As a result, it has been determined
that gamification has a significant and positive effect on
both psychological capital and employees’ creativity.
Besides, This relationship was evaluated in the context of
observing the mediating effect of gamification on both of
them. It has been determined that gamification has a
positive mediating effect on the relationship between
psychological capital and employees’ creativity.
Keywords :
Gamification, Psychological Capital, Employees’ Creativity.
This study aims to study the mediating effect
of gamification and measure its impact on the
relationship between psychological capital and
employees’ creativity. On this basis, we conducted an
applied study by distributing a questionnaire via the
Internet with employees from different companies in the
Kingdom of Bahrain. The idea of using an App called
Habitica, which is a game to track habits, was presented,
as the main goal of it is to transform work-related tasks
as part of its game. This proposal came on the basis that
some of the employees of these companies had already
been using this application for at least two weeks, and
the use of this application was mainly as part of the
gamification policies that the company was trying to
implement recently. The research data were obtained
from 115 employees who are using Habitica App for at
least 2 weeks and 122 employees who are not using it at
all. Psychological capital, employees’ creativity, and the
relationship between them were measured among the
total number of responses which was 237, and then we
have compared them. As a result, it has been determined
that gamification has a significant and positive effect on
both psychological capital and employees’ creativity.
Besides, This relationship was evaluated in the context of
observing the mediating effect of gamification on both of
them. It has been determined that gamification has a
positive mediating effect on the relationship between
psychological capital and employees’ creativity.
Keywords :
Gamification, Psychological Capital, Employees’ Creativity.