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The use of gamification in fostering an entrepreneurial attitude Master Thesis Anke Smilde (10868135) E: [email protected] June 27, 2015 Master – Business Administration Track - Entrepreneurship and Innovation UvA supervisor – Wietze van der Aa Rabobank supervisors – Maarten Korz & Maarten Molenaar

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The use of gamification in fostering an entrepreneurial attitude

Master Thesis

       

Anke Smilde (10868135)

E: [email protected]

June 27, 2015                                                                                                        

Master – Business Administration Track - Entrepreneurship and Innovation

UvA supervisor – Wietze van der Aa Rabobank supervisors – Maarten Korz & Maarten Molenaar

       

         

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Statement of Originality  

This document is written by student Anke Smilde who declares to take full responsibility for

the contents of this document.

I declare that the text and the work presented in this document is original and that no sources

other than those mentioned in the text and its references have been used in creating it.

The Faculty of Economics and Business is responsible solely for the supervision of

completion of the work, not for the contents.  

 

 

         

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Abstract

Although the concept of gamification has been widely applied by companies, there is limited

academic foundation regarding the effects of gamification. Furthermore, companies recognize

the growing value of having employees with an entrepreneurial attitude. However, established

companies experience difficulties in striving towards being more entrepreneurial. Therefore,

the following research question was formulated: How can innovation management use

gamification in order to foster an entrepreneurial attitude? A literature review was performed

and interviews were held in order to establish short-term effects coming from gamification

and sustain important factors in fostering a long-term entrepreneurial attitude. The results and

implications are discussed in detail. Innovation management can use gamification to foster an

entrepreneurial attitude by designing a well-considered gamified project that has actual

meaning as well as company wide support.

         

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Acknowledgements

This master thesis is my final work for the Master Business Administration, track

Entrepreneurship and Innovation at the University of Amsterdam. Six months ago, I knew

nothing about the concept of gamification. But today, I present you this thesis on the topic of

gamification and an entrepreneurial attitude. The past months I have learned a lot about the

theoretical concepts of this study, but maybe even more about the practical use of these

concepts in business.

These practical insights were made possible by writing my thesis at Rabobank Nederland

while being a graduate intern. I would like to thank my Rabobank supervisors, Maarten Korz

and Maarten Molenaar, for providing me with this opportunity. Maarten and Maarten are both

very enthusiastic about their working fields in innovation and gamification. For me this made

them very pleasant and inspiring to work with. During the process, they offered me a great

deal of valuable feedback and taught me that asking for help from others is not always sign of

ignorance but can really be a good thing.

 Also, I would like to thank my UvA supervisor, Wietze van der Aa. I enjoyed our on-topic as

well as off-topic discussions. Wietze’s concrete feedback helped me in taking the right steps

at the right time in writing this thesis and kept me on the track while learning about many

different theories. I believe the sincere interest Wietze showed during the process of writing

my thesis is unique and has contributed to my learning process.

Furthermore, I would like to thank all the other people that contributed to the realisation of

this master thesis. Those are my fellow students, teachers, interns and employees of Rabobank

and other companies, but especially the respondents. The interviews with the respondents not

only contributed to the results of this study, for me they were also inspiring and provided me

with ideas for where I want my future to be headed. The respondents of this study were not

‘just’ co-operating to this study, but they were truly enthusiastic and showed sincere interests

in the results. For me, this worked inspiring as well as motivating in writing this thesis.

         

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Last but not least, I want to thank my friends and family for the support during this process.

They were always up for listening to me, despite my on-going stories about my thesis and this

topic. Last, I would like to dedicate this work to the memory my grandfathers and –mothers

because three of them witnessed me starting this master, but none is still here to share the end

result with. I truly hope reaching this stage of my master would have made them proud.

Arriving on writing the last paragraph of my acknowledgements not only means putting the

finishing touch on this work, but it also marks the end of an era, the era of being a student. As

I enjoyed being a student more than these words can say, I am now ready for the working life

and looking forward to applying all acquired theoretical knowledge in practice.

I hope you enjoy reading this thesis as much as I enjoyed writing it,

Anke Smilde

Amsterdam, June 2015

         

         

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Table of content 1. INTRODUCTION .............................................................................................................................. 7 2. LITERATURE REVIEW .................................................................................................................. 9

2.1 GAMIFICATION ............................................................................................................................... 9 2.1.1 Autonomy, competence and meaning ................................................................................... 10 2.1.2 Gamification design .............................................................................................................. 12

2.2 ENTREPRENEURIAL ATTITUDE ...................................................................................................... 14 2.2.1 Pro-activeness ....................................................................................................................... 14 2.2.2 Innovativeness ....................................................................................................................... 15

2.3 CONCEPTUAL MODEL ................................................................................................................... 16 2.3.1 Distinction gamification drivers and relation to SDT .......................................................... 17 2.3.2 Gamification related to pro-activeness ................................................................................ 18 2.3.3 Gamification related to innovativeness ................................................................................ 19 2.3.4 Propositions .......................................................................................................................... 19

3. RESEARCH METHODOLOGY .................................................................................................... 20 3.1 DATA COLLECTION ....................................................................................................................... 21 3.2 DATA ANALYSIS ........................................................................................................................... 23

4. RESULTS .......................................................................................................................................... 24 4.1 BRIEF OVERVIEW OF RESULTS ...................................................................................................... 24 4.2 EXAMINING PROPOSITION 1 .......................................................................................................... 27 4.3 EXAMINING PROPOSITION 2 .......................................................................................................... 29 4.4 EXAMINING PROPOSITION 3 .......................................................................................................... 31 4.5 EXAMINING PROPOSITION 4 .......................................................................................................... 34 4.6 REMAINING RESULTS .................................................................................................................... 36

5. DISCUSSION .................................................................................................................................... 38 5.1 DISCUSSION .................................................................................................................................. 38 5.2 THEORETICAL CONTRIBUTION ...................................................................................................... 41 5.3 MANAGERIAL IMPLICATIONS ....................................................................................................... 42 5.4 LIMITATIONS ................................................................................................................................ 43 5.5 FUTURE RESEARCH ....................................................................................................................... 44

6. CONCLUSION ................................................................................................................................. 45 REFERENCES ..................................................................................................................................... 47 APPENDIX I ......................................................................................................................................... 52

         

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1. Introduction

Back in the 90s when I was a kid I loved playing the game ‘RedCat Superkarts’. It was a

virtual game that I always played together with a friend. We had to race against other avatars,

but in order to win a race you not only had to race fast enough, you also had to solve

calculations. We really liked playing this game and without noticing, our maths skills

increased. Nowadays, I miss this type of learning and wonder why we are not still applying

these simple but useful techniques. But then, I came across the concept of gamification.

Gamification is “the use of game design elements in non-game contexts” (Deterding, Dixon,

Khaled, & Nacke (2011: p.1). Companies can insert gamification in order to achieve a higher

level of user engagement, change behaviour and to solve complex problems (Molenaar,

2014b). This means gamification might be a very useful tool in innovation management.

Especially since nowadays firms are continuously in transition. In this rapidly changing

world, companies are facing new challenges. One of these challenges is competing with the

rising success of start-ups, start-ups are able to operate faster and smarter than established

companies (Clough, 2014). The way entrepreneurs of these start-ups act and think is of great

importance for the success of their businesses. An entrepreneur is “a person who habitually

creates and innovates to build something of recognized value around perceived opportunities”

(Thompson, 2004: p 244). To be able to cope with the threat of new start-ups and their

entrepreneurs, established companies want to stimulate an entrepreneurial attitude in their

own employees. In order to achieve this entrepreneurial attitude of individuals, innovation

management is looking into several options how to foster this. As stated before, one of these

options might be gamification.

Taking a closer look at gamification, the following are example elements: self-representation

with avatars; narrative context; feedback; reputations, ranks, and levels; marketplaces and

economies; competition under rules that are explicit and enforced; teams; parallel

communication systems that can be easily configured; time pressure (Reeves & Reed, 2009;

Deterding et al., 2011). Those are elements that could be integrated in internal company

programs and processes. Deterding (2011) describes that the application of gamification is

suitable because it has the capability to satisfy the motivational needs of competence,

autonomy and relatedness. People tend to seek out and engage in those activities that promise

the satisfaction of those needs (Deterding, 2011; Ryan & Deci, 2000). Deterding (2011)

         

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determined this effectiveness of gamification based on the self-determination theory of Ryan

and Deci (2000). Hence, multiple researchers claimed gamification could be useful in

innovation management (Gartner, 2013; Herger, 2014; Deterding, 2011).

However, literature on the topic of gamification is still very limited. This research aims at

supporting gamification practices with academic research, by examining the effect of

gamification on their outcomes. By linking autonomy, competence and meaning (Ryan, Rigby

& Przybylski, 2006) to pro-activeness and innovativeness (De Jong & Wennekers, 2008), the

actual effects of gamification towards an entrepreneurial attitude will be specified. In order to

measure specific effects of gamification, a difference will be made in short-term and long-

term design elements. This distinction might provide the opportunity to make the short-term

and long-term effects from gamification more insightful. Furthermore, this research will

contribute to the practice as well. As stated before, many established companies place

emphasis on an entrepreneurial attitude of their employees. The Rabobank Nederland, at

which this research is written, even has this as a priority goal. The results will contribute to

reaching the goal of intrapreneurship by providing the answers to the question what works in

stimulating this entrepreneurial attitude. Those outcomes will not only be of value for the

Rabobank Nederland, but for other established companies as well. To accomplish these

objectives, this study attempts to answer the following research question: How can innovation

management use gamification in order to foster an entrepreneurial attitude?

In the next section, a literature review is presented. In this literature review, previous research

on gamification and its related concepts as well as an entrepreneurial attitude are discussed.

Based on this literature review, a conceptual model and propositions are developed and

presented. After the propositions, the research method and data analysis are explained.

Following, an overview of the research results is presented. To finalize, the findings of this

study are discussed and the implications are explained.

   

         

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2. Literature review

2.1 Gamification

The quote “work hard, play hard” is commonly used by employees who want to perform at

their job, but also want to play and have fun on a regular basis when they are off from work.

This quote implies that people want to accomplish something in their professional life, but in

the end the ability to play and have fun is more important, as it is the reward after they have

worked hard. So would it not be much more convenient if working and having fun could be

done and experienced simultaneously? The use of gamification within a firm can help in

making work more fun (Herger, 2014). Furthermore, not only will gamification increase fun,

it can also change behaviour, engage people, create habits and solve problems (Herger, 2014).

Gamification is “the use of game design elements in non-game contexts” (Deterding, Dixon,

Khaled, & Nacke (2011: p.1). To explain this definition we will take a closer look at it.

Gamification is not just about playing, but it is about playing games (Deterding et al., 2011).

Play is “whatever is done spontaneously and for its own sake” (Santayana, 1995: p. 19),

whereas a game incorporates play by being “a problem-solving activity, approached with a

playful attitude” (Schell, 2008: p. 37). So play is a free and expressive concept, while gaming

is more structured by rules and is striving to certain outcomes (Deterding et al., 2011;

Caillois, 1961). Another important part of the gamification definition addresses the “non-

game context”, as this part highlights the difference between serious games and gamification.

Serious games and gamification are alike because they both aim at striving for other purposes

with their players than ‘normal’ entertainment games do (Deterding et al., 2011). However, a

serious game is still played in a full game context, for example a simulation game. Whereas

gamification is integrated in non-game contexts, which are real world objectives, for example

mortgage regulating (Deterding et al., 2011). Huizinga (1949) is also mentioning the

importance of context while playing. He describes a magic circle, in which there is a

boundary between where the game is played and the real world. Within this circle, the game

rules matter (Huizinga, 1949). Gamification could be seen as the bridge between this magic

circle and the real world, as with gamification game techniques are applied in non-game

contexts, though people can be motivated by a created magic circle and its rules (Consalvo,

2009). Moreover, this research will focus on internal gamification, which is the application of

gamification within a company and a focus on employees. External gamification focuses on

marketing principles and interaction with the customer (Werbach & Hunter, 2012).

         

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2.1.1 Autonomy, competence and meaning

The effectiveness of gamification can be explained by the underlying theory of motivation,

namely the self-determination theory (Deterding, 2011). The self-determination theory is an

approach to human motivation in which the involvement of individual’s capacities is

important for the development of their personality and behavioural self-regulation (Ryan &

Deci, 2000) The theory describes that psychological needs form the basis for people’s self-

motivation and personality (Ryan & Deci, 2000). To be more specific, self-determination

theory entails that individuals have an on-going need for autonomy, competence and

relatedness. Ryan and Deci (2000) even state that the satisfaction of those three basic needs is

necessary for an individual’s well-being. Looking into those variables, autonomy “refers to

volition – the organismic desire to self-organize experience and behaviour and to have

activity be concordant with one’s integrated sense of self” (Deci & Ryan, 2000: p. 231).

Secondly, the need for competence contains “to engage optimal challenges and experience

mastery or effectance in the physical and social worlds” (Deci & Ryan, 2000: p. 252). Lastly,

relatedness “refers to the desire to feel connected to others – to love and care, and to be loved

and cared for” (Deci & Ryan, 2000: p. 231). Contexts which are supporting autonomy,

competence and relatedness show more internalization and integration than contexts without

(Ryan & Deci, 2000). This knowledge could help managers in how they can motivate and

engage their employees.

Following, we take a more detailed look into how gamification satisfies the needs of

autonomy, competence and relatedness. Autonomy is enhanced with game design, through the

flexibility and choices it offers a participant. A participant can decide on his or her own

movements and strategies and have control over their own goals (Ryan, Rigby & Przybylski,

2006). The need of competence is fulfilled with game design by offering opportunities to

acquire new skills, an optimal challenge and providing positive feedback (Ryan et al., 2006).

However, Daniel Pink (1995) replaces the variable relatedness of the self-determination

theory of Deci and Ryan (2000) with the variable meaning. Csikszentmihalyi (1990: p. 231)

describes that creating meaning “involves bringing order to the contents of the mind by

integrating one’s actions into a unified flow experience”. He also adds that that meaning

entails having goals that are challenging enough to take up all your energy and goals that are

giving significance to your life (Csikszentmihalyi, 1990). Multiple researchers agree that this

third motivational variable within gamification is meaning, as this gives people the belief they

         

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are working on something great and meaningful (Ryan et al., 2006; Nicholson, 2012; Kumar

& Herger, 2013; Pink, 1995). Therefore, this research will use meaning instead of relatedness

as the third motivational variable as well.

In the next section, gamification drivers are explained in further detail. Those drivers and

gamification elements have in common that they all give the player feedback in a certain way.

This feedback provides the user with information about his actions or behaviour (Wu, 2014).

By this, a player journey comes visible, which means an insight in the players’ progression

and experience over time (Kim, 2011). Wu (2014) describes that the timescale of feedback,

which concerns the tempo of feeding progress information back to the user, is very important

within gamification. His feedback timescale of gamification tools is shown in figure 1.

Figure 1. Feedback timescale (Wu, 2014)

An important note to this model is that Wu (2014) states that it is behaviour dependent.

Meaning that when it is tried to gamify a challenging behaviour, the feedback timescale of the

tools increases through which the spectrum is more stretched compared to when gamifying a

simple behaviour (Wu, 2014). It is interesting to compare this gamification spectrum to the

fulfilment of the needs of autonomy, competence and meaning. At both ends of the spectrum

people will feel satisfaction of the three needs by receiving feedback. However, on the short-

term side of the spectrum the fulfilment of needs will be quick but extrinsic. Whereas at the

long-term side it takes longer to become satisfied, hence at this point people are motivated

         

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intrinsically (Deci & Ryan, 2000). When people, through this underlying intrinsic motivation,

satisfy the three needs with respect to certain behaviour, they will tend to internalize its value

(Gagné & Deci, 2005).

2.1.2 Gamification design

In 2011, Gartner predicted that more than 50 per cent of the organizations would gamify their

innovation processes by 2015. However, in 2012 Gartner also predicted, now that the

gamification hype had started, that 80 per cent of the current gamified applications would fail

to meet business objectives because of a poor design. Both statements make it worth looking

into the design of gamification. There are many design elements within the concept of

gamification, those elements can be categorised into several mechanics. Mechanics are “the

various actions, behaviours and control mechanisms afforded to the player within a game

context” (Hunicke, LeBlanc & Zubek, 2004: p. 3). Gamification mechanics even go a step

further, as they are the building blocks that can be applied to gamify any non-game context

(Kumar & Herger, 2013). Essentially, the mechanics categorise design elements based on

drivers for the users. In this research, the design of gamification is grouped into seven

gamification drivers, which are set trough previous research of Rabobank Nederland

(Molenaar, 2014a) and based on the ‘Gamification Octalysis’ framework of Chou (2013).

Those drivers are: development and accomplishment, ownership and personalisation, scarcity

and impatience, avoiding loss, explore and surprise, social influence and relatedness, giving

meaning and higher goal.

Following, all seven gamification drivers are shortly described and supported with examples

in order to give an insight on the different drivers. To start with, gamification tools that drive

on development and accomplishment provide users with the feeling that his actions and

efforts are striving towards a long-term greater goal. Commonly used tools at this driver are

achievement symbols, leaderbords and progress bars. Secondly, the driver ownership and

personalisation contains tools that give the player the opportunity to have ownership, for

example by the use of virtual goods or an avatar. Then the third driver comes from the fact

that for some people, certain things are more interesting when they cannot get them, or at least

not right now. Gamification tools, which are used at the driver scarcity and impatience,

motivate the users by providing the opportunity to acquire something that is not available for

everyone. Options pacing and a countdown are examples that this driver uses. Following, the

driver avoiding loss consists of tools that focus on giving the player an unpleasant feeling

         

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when he quits or is not participating at all. Techniques like fear of missing out and progress

loss are used at this driver. Next, the explore and surprise driver is especially useful with

people with a strong need for autonomy, as these tools stimulate the user to explore.

Examples of those tools are rolling reward and easter eggs, which is an unexpected surprise

within the game. Additionally, the sixth driver social influence and relatedness uses

techniques that are focused on stimulating and retaining interactions between players. Group

quest, touting and friending are examples of these gamification techniques. Finally, the tools

of the driver giving meaning and higher goal aim at giving the user the feeling that he is

involved in reaching a higher goal. Example tools are the use of narrative, elitism and

humanity hero (Chou, 2013; Molenaar, 2014a).

As mentioned above, there is some criticism on the effects and future possibilities of

gamification (Gartner, 2012). However, a case study of 304 gamification projects showed

gamified systems tend to support existing workplace and market constructs (Raftopoulos,

Walz, & Greuter, 2015). Although this research showed to support these effects in established

environments rather than that gamified projects are creating new forms of organization

structure systems or rules of play (Raftopoulos et al., 2015). So in order to provide innovation

management with the right results, possible pitfalls of gamification should not be overlooked.

The risk of gamification is mainly in when is it used inappropriately; in that case it might

have the opposite effect of what you were aiming for (Gartner, 2012; Raftopoulos, 2014). For

example, companies that notice the concept of gamification might think of it as a quick and

fun solution, so they drop some point systems and progression structures on a certain project.

This random application of game elements will not succeed, as the underlying theories and

design approach are what make gamification projects succeed (Gartner, 2012). Consequently,

the biggest pitfalls of gamification are in offering a wrong design. Regarding to innovation

and changing behaviour, an important risk to mention is the illusion of change (Raftopoulos,

2014). With illusion of change is meant that in some cases gamification can introduce and

enhance innovative potential, so it actually already feels like a change. However, for an actual

change, enterprise structures and processes have to be reinvented. Gamification needs,

amongst other things, detailed methodologies and systems in order to generate a company-

wide change (Raftopoulos, 2014). Moreover, such a company-wide change might be an

entrepreneurial attitude of employees, which is an objective in this research. Therefore, in the

next section, this entrepreneurial attitude will be explained in more detail.

         

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2.2 Entrepreneurial attitude

Employees of a company who act in an entrepreneurial way are often called intrapreneurs.

Antoncic and Hisrich (2001, p. 496) define intrapreneurship as “entrepreneurship within

existing organizations”. Some important behavioral aspects of intrapraneurship are

“networking behavior, out of the box thinking, initiative, taking charge, championing, willful

behavior, finding a way, getting the job done and some degree of risk taking” (De Jong &

Wenneker, 2008: p. 30). Additionally, Bolton and Thompson (2000) define an entrepreneur as

“a person who habitually creates and innovates to build something of recognized value around

perceived opportunities” (Thompson, 2004). Therefore, the factor entrepreneurial attitude of

employees reflects on the level of entrepreneurial attributes in their attitudes. The definition of

attitude is “readiness of the psyche to act or react in a certain way” (Jung, 1971: p.687). This

means a certain attitude of a person is there all the times, in different situations. Furthermore,

several researchers came up with different sets of entrepreneurial characteristics within

organizations (De Jong & Wennekers, 2008). Covin and Slevin (1986) describe that the

dimensions of pro-activeness, innovativeness and risk taking are supposed to constitute an

entrepreneurial orientation. Antonic and Hisrich (2001) even classify four dimensions, those

are new business venturing, innovativeness, self-renewal and pro-activeness, whereas Knight

(1997) proposes to reduce the dimensions into pro-activeness and innovativeness (De Jong &

Wenneker, 2008). Overall innovativeness and pro-activeness are the two most common

dimensions in measuring intrapreneurship as well (De Jong & Wenneker, 2008). These two

are also to be found in the list of competences for innovative entrepreneurship within the

Rabobank Nederland. Therefore, we consider pro-activeness and innovativeness as key

factors of an entrepreneurial attitude.

2.2.1 Pro-activeness

A closer look at the concept of pro-activeness provides us with the following definition: “the

extent to which people take action to influence their environments” (Bateman & Crant, 1993:

p.103). Bateman and Crant (1993) describe proactive individuals as people who scan for

opportunities, show initiative and they persist in reaching closure by bringing change.

Unsworth and Parker (2003) state that pro-activeness in employees is important, especially in

coping with rapidly changing contexts and their competitive pressures to stay ahead of

innovation. In order to stimulate pro-activeness, managers should have detailed knowledge

about it. Crant (2000) distinguishes two types of pro-activeness, namely general behaviours

and behaviours based on the context. General actions are employees identifying opportunities

         

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to improve things, challenging the status quo and creating favourable conditions. On the other

hand, context specific behaviours include socialization, feedback seeking, issue selling,

innovation, career management and stress coping (Crant, 2000). Based on these publications,

this study makes a distinction in two types of pro-activeness as well. Task specific pro-

activeness, which we call short-term pro-activeness, includes behaviours as taking initiative in

engagement and problem solving, socialization and feedback seeking. On the other hand we

look into long-term pro-activeness, which is an important trait of entrepreneurial attitude, as

an attitude represents certain actions or reactions (Jung, 1971). Long-term pro-activeness

includes employees identifying opportunities to improve things in general, challenging the

status quo, sharing knowledge and networking (Crant, 2000).

2.2.2 Innovativeness

Following, the other key factor of an entrepreneurial attitude, namely innovativeness, is

looked into. Innovation is defined as “the development and implementation of new ideas by

people who over time engage in transactions with others within an institutional context” (Van

de Ven, 1986: p. 604). Innovativeness refers to the extent of this occurring within individuals.

Thus, employees who act innovatively are intentionally introducing, applying and

implementing new ideas, products, processes, and procedures to their work role, unit or

organization (Yuan & Woodman, 2010). De Jong and Wennekers (2008) describe innovative

employees as employees who explore opportunities, generate ideas and apply those ideas.

Innovativeness in employees is important because it enables a company to succeed in a

dynamic business environment (Yuan & Woodman, 2010; Van de Ven, 1986). As with pro-

activeness, in this study makes a distinction between short-term and long-term

innovativeness. Short-term innovativeness of employees includes behaviours as suggesting

new ideas, creative problem-solving and implementation of new ideas (Scott & Bruce, 1994).

These short-term innovative behaviours are mostly task specific. Long-term innovativeness of

employees involves suggesting new ideas in a broader sense, creative thinking, opportunity

recognition and willingness to change (Amabile, 1988; Hurt, Joseph & Cook, 1977; Kleysen

& Street, 2001). Those aspects emphasize more on an innovative attitude, as they have a more

general sense.

In sum, acting entrepreneurial incorporates short-term as well as long-term pro-active and

innovative behaviours. However, having an actual entrepreneurial attitude means including

showing long-term pro-activeness and innovativeness. Long-term pro-active behaviours are

         

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identifying opportunities to improve things in general, challenging the status quo, sharing

knowledge and networking (Crant, 2000). Long-term innovative behaviours are suggesting

new ideas in a broader sense, creative thinking, opportunity recognition and willingness to

change (Amabile, 1988; Hurt, Joseph & Cook, 1977; Kleysen & Street, 2001).

2.3 Conceptual model

Continuing with the literature review, the conceptual model of this study is depicted below.

The model is based on previous research and validates as support of the explanation and

existing theories that follows.

Figure 2. Conceptual model.

         

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2.3.1 Distinction gamification drivers and relation to SDT

On the left side of the conceptual model are the gamification drivers, as described in the

gamification design part of the literature review. For the aim of this research, the choice has

been made to distinguish the drivers into one category that taps into extrinsic motivation,

whereas the other driver category taps into intrinsic motivation. Extrinsic motivation refers to

“the performance of an activity in order to attain some separable outcome” (Ryan & Deci,

2000: p. 71), whereas intrinsic motivation refers to “doing an activity for the inherent

satisfaction of the activity itself” (Ryan & Deci, 2000: p. 71). According to Chou (2013),

drivers that are more associated with logic, calculations and ownership are more often based

on extrinsic motivation. These drivers motivate players because they want to gain something.

Drivers that are based on creativity, self-expression, and social aspects, have the tendency to

motivate intrinsically (Chou, 2013). Wu (2014) underlines these findings with his

gamification spectrum in which short-term, extrinsic mechanics are more based on striving

for something, whereas long-term, intrinsic mechanics focus more on social aspects (Wu,

2014).

Based on these previous findings, the seven gamification drivers of Molenaar (2014a) could

be categorized as follows. Tools based on the drivers development and accomplishment,

ownership and personalisation, scarcity and impatience, avoiding loss, are more focused on

the short-term and extrinsic motivation. These drivers can fulfil the need for autonomy,

competence and meaning rather quickly, though the satisfaction will not last. A gamification

design with these extrinsically based drivers can provide the opportunity to strive toward a

certain outcome (Ryan et al., 2006), this provides players with the opportunity to satisfy their

need for autonomy, competence and meaning (Ryan & Deci, 2000). However, the satisfaction

of the three needs will be short-term because it is closely connected to the game environment.

These extrinsically based drivers offer to strive for specific outcomes within the game and are

thus more task-specific. This leads to only a short-term fulfilment of the need for autonomy,

competence and meaning.

Following, tools based on the drivers explore and surprise, social influence and relatedness,

giving meaning and higher goal, are more focused on the long-term, intrinsic motivation of

players. These gamification drivers will be more focused on satisfying the needs for

autonomy, competence and meaning in the long term. Gamification design with these

         

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intrinsically based drivers provides the opportunity to satisfy the three basic needs by doing

the activity itself (Ryan & Deci, 2000). That means that if the players like the activities that

involve the gamification objectives, they experience satisfaction of the need for autonomy,

competence and meaning on the long term, as it is satisfying inside as well as outside the

gamified environment. Satisfaction of those three needs in the long term result in the

internalization of the objected behaviours (Ryan & Deci, 2000).

2.3.2 Gamification related to pro-activeness

On the right side of the conceptual model is an entrepreneurial attitude, which in this study

consists of pro-active and innovative behaviours. Following, we look into how the

effectiveness of gamification on pro-activeness could be explained based on the fulfilment of

the three needs. Bateman and Crant (1993) describe pro-active individuals as people who scan

for opportunities, show initiative and persist in reaching closure by bringing change. A higher

degree of pro-activeness within employees, so more action that is taken by employees in order

to influence their environments, can be achieved through the use of gamification. A person,

the environment and behaviour continuously influence each other (Bandura, 1986). As

gamification fulfils the need for autonomy by providing the opportunity to set one’s own

goals and strategies (Ryan et al., 2006), it provides people with the opportunity to influence

the (gamified) environment by the actions they take and thus increases pro-activity (Becherer

& Maurer, 1999). Additionally, pro-activeness is more likely to occur under conditions of

autonomy (Grant & Ashford, 2008). Next, the fulfilment of the need for competence by

gamification increases the self-efficacy of employees, meaning the belief in one’s own

capabilities and actions needed to control events in their lives (Wood & Bandura, 1989). So

gamification increases the feeling of competence, which increases the belief to act pro-

actively (Bandura, 1993). When an individual sees and feels his own competence, he will

show more pro-activeness (Frese & Fay, 2001). Finally, gamification also fulfils the need for

meaning through the transparency that it offers. An important element of gamification is

receiving feedback and additionally, it always takes part in a non-gaming context (Deterding

et al., 2011). This provides the opportunity to bring order to the contents of the mind and to

integrate actions (Csikszentmihalyi, 1990). It is important to keep in mind that gamification

has to be designed in such a way that it is meaningful to the user (Nicholson, 2012). When it

is meaningful to the user, this meaning will reflect in his or her motivation. Wong (1998)

describes that people who are motivated through meaning pursue challenging goals, seek to

actualize potential and strive toward personal growth. These are very similar to the

         

  19  

description of pro-active people by Bateman and Crant (1993; Schwarzer & Taubert, 2002).

So in motivating players, meaning will lead to a higher extend of pro-activeness.

2.3.3 Gamification related to innovativeness

Following, we look at the three factors coming from gamification in relation to

innovativeness. To begin with, Krause (2004) found that autonomy was positively related to

innovativeness, as employees who were given autonomy were increasing the generation,

testing and implementation of ideas. The fulfilment of autonomy, by creating a positive

atmosphere and encouragement of openness, increases idea generation and application of

employees (De Jong & Den Hartog, 2007). Secondly, gamification also increases

innovativeness by the fulfilment of the need of competence. As described before, people who

feel competent believe more in their own capabilities. And individuals who have strong

beliefs in their capabilities will show more effort in mastering a challenge (Boyd & Vozikis,

1994). So gamification can help employees in believing in their own capabilities to innovate,

which will actually lead to more innovativeness (Wood & Bandura, 1989). In addition, a

higher level of mastery will result in increased intrinsic motivation for innovativeness

(Amabile, 1988). Finally, Yan and Woodman (2010) describe why meaning is important in

increasing innovativeness. They describe that a reason for employees to not innovate is

because they do not believe it will benefit their work. Creating a meaningful context and

social recognition of innovative employees are important factors to overcome this obstacle

(Yan & Woodman, 2010). This is where gamification provides a big opportunity, as it

satisfies the need for meaning it can integrate the meaning of innovation in its design

elements.

2.3.4 Propositions

Based on the literature review and conceptual model presented above, the following

propositions are formulated.

Proposition 1: The short-term fulfilment of need for autonomy, competence and meaning,

based on extrinsic drivers, will cause short-term pro-activeness and innovativeness.

Proposition 2: The short-term fulfilment of need for autonomy, competence and meaning,

based on extrinsic drivers, which show a player journey, can stimulate more long-term pro-

activeness and innovativeness.

         

  20  

Proposition 3: The long-term fulfilment of the need for autonomy, competence and meaning,

based on intrinsic drivers, will cause more long-term pro-activeness and innovativeness.

Proposition 4: Internal gamification that includes extrinsically based as well as intrinsically

based drivers will cause short-term and long-term pro-activeness and innovativeness and thus

an entrepreneurial attitude.

3. Research methodology

This study is focussed on answering the research question: How can innovation management

use gamification in order to foster an entrepreneurial attitude? The first part ‘how can

innovation management use’ relates to the kind of gamification tools that are based on seven

different gamification drivers. Regarding the ‘gamification’ part of the question, this involves

the satisfaction of three basic needs based on the self-determination theory. The seven drivers

can result in different types of fulfilment of those needs. Lastly, ‘an entrepreneurial attitude’

incorporates pro-active and innovative behaviours of individuals. The aim of this study is to

determine the effective elements of internal gamification on an entrepreneurial attitude and to

establish how gamification can be of influence on long-term effects. Consequently, the nature

of this research is exploratory, as it builds on current gamification theories. In order to answer

the research question, a qualitative research design is used. Qualitative research is chosen,

because the influence of gamification on entrepreneurial attitude has to be analysed rather

than tested. Hence, qualitative research is applicable when certain meanings, as those from

gamification, have to be described and understood (Gephart, 2004). In this research, a case

study is used as research method. As a case study is an in-depth exploration from multiple

perspectives of the complexity and uniqueness of a particular project, policy, institution,

program or system in a real life context, it is a good method for the study of the effect of

gamification on entrepreneurial attitude (Simons, 2009). The study can be classified as a

multiple case study, as it took place at multiple businesses and thus cases. All of the

companies involved, had already applied gamification before the start of this study. The use

of multiple cases made the research more compelling, provided good construct validity and

made the research more generally applicable (Eisenhardt & Graebner, 2007). These case

studies at different companies were parallel conducted.

         

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3.1 Data collection

This research was written at the Rabobank Nederland, while I was a graduate intern. For the

first step of collecting data, more in-depth knowledge of the application of gamification

within the Rabobank had to be gained. The internship offered the opportunity to observe and

give insight in the content of current gamification projects, company culture and employee

attitudes. Next, interviews were conducted. After observing, it became apparent only one case

within Rabobank Nederland met the criteria of this study. Therefore, one interview was held

with a manager of Rabobank Nederland and seven interviews were held at different

companies. A gamification expert of Rabobank Nederland selected the companies and cases

that were used in this study. For this, purposive sampling was applied, as a few critical cases

were selected (Saunders & Lewis, 2012). The selection criteria were as follows: the company

had applied gamification, the implementation of a gamification solution started at least half a

year ago, the objective of applying gamification involved innovation, the objective of

applying gamification involved a behavioural change of employees. By setting these criteria,

relevant cases at which the conceptual model could be tested were selected. Furthermore, the

respondents came from eight different companies; those companies varied from small start-

ups till multinationals. The choice of conducting interviews with persons of different

company sizes was made to be able to generalize the outcomes of gamification fostering an

entrepreneurial attitude. Also, the concerned start-ups in this study were offering knowledge

and insights of multiple gamification cases. The reason for this was that these start-ups were

consultancy or project management firms that worked on multiple gamification projects at

different companies. Moreover, the companies of the respondents were based in five different

countries. At the different firms, the subjects were managers who were responsible for the

implementation of gamification principles, game designers, or gamification project managers.

These subjects in these functions were chosen as they had an overview of gamification

projects and their outcomes from different point of views. An overview of the respondents is

depicted in Table 1.

         

  22  

Respondent Function Type of company

Current country

Discussion of specific case

Interview method

Respondent 1 Gamification expert

Consultancy United States Yes Skype

Respondent 2 Chief technology officer

Software United States Yes Phone-call

Respondent 3 Project manager

Financial services

The Netherlands Yes Face-to-face

Respondent 4 Manager innovation technology and learning

Aviation The Netherlands Yes Face-to-face

Respondent 5 General manager

Consultancy Belgium Yes Skype

Respondent 6 Game designer

Game design and project management

The Netherlands No Face-to-face

Respondent 7 HR business development

Financial services

Austria Yes Phone-call

Respondent 8 Project manager

Project management

The Netherlands No Face-to-face

Table 1. Respondent overview.

The interviews were semi-structured, in order to compare the answers of different people

whilst leaving room for additions (Saunders & Lewis, 2012). The questions addressed topics

as an entrepreneurial attitude, a case description and the outcomes and effects of the

concerning case. The question regarding the case description started as a very open question,

so the respondent was not pointed in a specific direction. At two out of the eight interviews,

no specific case was addressed, as these respondents had knowledge about several cases and

more general questions were asked. After the case description, cards of gamification drivers

were shown in order to connect certain concepts to each other and to structure the interview.

First, cards of the seven gamification drivers were shown and it was asked what cards were

most recognizable in the specific case. This provided the case description with a structure and

it provided the right understanding of the drivers for the respondents in order to give a valid

answer to the questions that followed. Following, it was asked if the respondents could

connect the seven different cards to specific short-term or long-term behaviours that occurred

in the cases. To give more insight in the course of the interview, the interview protocol is

presented in Appendix I. Moreover, the four interviews with respondents from the

Netherlands took place at the offices of their companies. Two of the interviews with the

         

  23  

respondents that were based across the borders of the Netherlands took place via Skype and

the other two interviews were held by phone because these two respondents did not have a

Skype-account. An important note has to be made regarding the two interviews by phone: at

these two interviews the cards were not applied, as there was no possibility to show the cards

during the interview. All the interviews were audio recorded with permission of the

respondents.

3.2 Data analysis

After the data was collected the interviews were transcribed. These transcripts are presented

in Appendix 2. Transcripts, power point presentations and other company records were

analysed using the software tool Nvivo. The analysis strategy relied on the theoretical

propositions that were presented at the end of the literature review (Yin, 2009). Analysing the

data aimed on establishing the why and how of the effects of gamification. The key aspect in

the analysis was to find out how gamification has worked so far and what factors might be

useful in the long term to establish an entrepreneurial attitude amongst employees. In order to

focus on this aspect in the analysis, the following coding strategy was developed based on the

propositions. The data was coded on the seven gamification drivers which were used in the

different cases and shown in Figure 2. Additionally, pro-active and innovative behaviours that

came from these drivers were coded and classified in short-term or long-term as suggested in

the literature section. At the codes of specific drivers towards specific behaviours, codes were

added regarding whether the satisfaction of needs was short term or long term. These codes

regarding the needs were needed in analysing the complete relationships in the conceptual

model. This coding strategy enabled me to analyse whether there is a pattern of certain

gamification drivers and fulfilment of needs leading to specific short-term or long-term

behaviours. Additionally, the analysis of power point presentations of the cases and company

records reporting on gamification project results was focussed on the success factors and

inserted tools of the gamification cases. These documents served as supporting information

while coding the transcripts. Lastly, other important statements from respondents were coded

as well, if a repetitive pattern became apparent in these other findings, these findings were

categorized. They will be described in the last part of the results section.

         

  24  

4. Results

4.1 Brief overview of results

In the following paragraphs, there will be an elaboration on the results of the analysis per

proposition. To start off and give a clear insight, this first paragraph provides a brief overview

of the main results. Figure 3 is a graph that shows how many respondents mentioned the

short-term as well as the long-term effects of each of the seven gamification drivers. This

graph is based on the interviews combined with the analysis of company records. These

company records contained descriptions and outcomes of the different gamified cases and

thus were analysed on the inserted drivers and their outcomes. Next, Table 2 presents an

overview of the extrinsically labelled drivers and their possible effects on short-term pro-

activeness and innovativeness. Table 3 presents an overview of the intrinsically labelled

drivers and their possible effects on long-term pro-activeness and innovativeness. In order to

guard the quality and overviewing characteristics of the table a maximum of three quotes per

category was chosen and a few quotes were shortened. The quotes in the tables represent the

clearest statements regarding the specific category; the source of the quote is added between

brackets. Furthermore, Figure 3, Table 2 and Table 3 only provide a brief overview of the

main results. The following paragraphs discuss the analysis of the results more extensively.

Figure 3. Overview of the type of effect of gamification drivers

0  1  2  3  4  5  6  7  8  

Num

ber  of  respondents  

Gamification drivers

Short-term effect

Long-term effect

         

  25  

Short-term pro-activeness (Taking initiative in engagement and problem solving, socialization, feedback seeking)

Short-term innovativeness (Suggesting new ideas, creative problem solving, implementation of new ideas)

Development and accomplishment

- “If you were good and active enough, you could be on this leaderbord in one or multiple areas” (Res. 1) - “There was a team that went to another company to receive feedback while striving for good outcomes of the game” (Res. 4)  - “The game can engage people because it makes them extremely happy when the game tells them how good they are” (Res. 6)

- “Financial results were made, they might lay in the relationship with the innovativeness of the individual” (Res. 2)  - “People look strategically at the badges and think creatively on which ones and how they can win them” (Res. 4) - “So they can earn points through a certain system for new things, that works very well and we see an increase” (Res. 8)

Ownership and personalisation

- “With virtual currency you can give credits. So an idea with a lot of credits can be seen as a good idea, worth implementing” (Res. 1) - “The teams were engaged through their own concept concerning a future design” (Res. 4) - “They did not know each other but became enthusiastic around the same idea” (Res. 5)

- “I have the choice of which projects I work on or participate in” (Res. 1) - “It gave people the right, the opportunity, to make change happen” (Res. 2).  - “We wanted them to feel the urgency” (Res. 3)

Scarcity and impatience

- “It is also a clocked system, so they have to do some things weekly” (Res. 5)  - “It is short-term in nature, requires direct and hard actions” (Res. 6)

- “My time is my currency, it is a scarce resource. Of course I want to be part of a project were I am learning a lot and making a contribution” (Res. 1)

Avoiding loss - “It is basically a non-innovator. It is not entrepreneurial.” (Res. 1)  - “Typically an entrepreneur is not someone who avoids loss” (Res. 1)

Table 2. Overview of extrinsically labelled drivers and short-term behaviours

         

  26  

Long-term pro-activeness (Identifying opportunities to improve things in general, challenging the status quo, sharing knowledge, networking)

Long-term innovativeness (Suggesting new ideas in a broader sense, creative thinking, opportunity recognition, willingness to change)

Explore and surprise

- “Read and do more on their own initiative” (Res. 3)  - “People are being involved more in the company, there is an energy, a boost. That results in more networking, also in real-life” (Res. 5)  - “The game stimulated people to get up and connect with people from other departments. That learned them they could also do this outside the game” (Res. 6)

- “The game helped people to overcome the first obstacle and get insight in their possibilities for the future” (Res. 4) - “I did not know I had an entrepreneur in me, but we did all kind of new things during the game” (Res. 5)  - “People are looking closer into the system, looking for the borders. Those people are being triggered to really go out of the box” (Res. 8)

Social influence and relatedness

- “There is a huge transparency between people” (Res. 5)  - “It can really help for the long term as people become aware that working together can bring them further than doing everything on their own” (Res. 6)  - “They managed to work with colleagues from other fields. This also opens a lot doors to future collaboration and to really to know if you have a question or issue who you can contact that you can actually further help you out” (Res. 7)

- “Get social confirmation that people think it is a good idea” (Res. 1)  - “It creates networking, achieving top-down the involvement of employees in striving towards company goals, having a broad reach” (Res. 5)  - “An entrepreneurial attitude does not solely come from an individual, it has to be stimulated and a situation within the company has to be created to stimulate this entrepreneurial attitude” (Res. 6)

Giving meaning and higher goal

- “They have the feeling that they really have something at their hand that could be important” (Res. 1)  - “Because we showed people in a nice way what is happening outside, people are now more concerned with innovation and know what is happening outside” (Res. 3)  - “A gamification system can show employees how inefficient they currently are. By providing real awareness, long-term solutions can be triggered” (Res. 8)

- “They are really stimulated to go out of the box on creative ideas, which will be implemented afterwards” (Res. 5) - “If people realise through the solution you offer that an entrepreneurial attitude is actually really good for themselves, then you are getting long-term solutions” (Res. 6)  - “Participant are much more motivated if they see even the top leaders are recognizing the value of such an exercise” (Res. 7)

Table 2. Overview of intrinsically labelled drivers and long-term behaviours

         

  27  

4.2 Examining proposition 1

Proposition 1: The short-term fulfilment of need for autonomy, competence and meaning,

based on extrinsic drivers, will cause short-term pro-activeness and innovativeness.

Firstly, this analysis looks in to the ‘short-term’ factor of the gamification cases concerned. A

repetitive pattern amongst the cases was the focus on short-term goals of the projects. Most of

the respondents indicated that the gamification cases so far were more focused on the short-

term effect and goals of the project. A possible reason for this focus on short-term goals might

be due to the newness of the concept of gamification. As respondent 4 illustrates: “For

ourselves this was also a huge challenge and experiment. So we were already very happy with

any form of engagement in the first week. So we were not that much focused on the long term,

because we did not trust ourselves enough yet in the beginning of this story”.

Recall from the theory that by the extrinsic drivers as mentioned in proposition 1 are

development and accomplishment, ownership and personalisation, scarcity and impatience,

avoiding loss (Wu, 2014; Chou, 2013; Molenaar, 2014a). The driver development and

accomplishment, as well as ownership and personalisation, indeed were analysed as having an

effect in the short term. Leaderbords, points and badges, which are tools based on the driver

development and accomplishment, were especially effective in causing short-term pro-active

behaviour. Multiple respondents indicated that the tools based on this driver made the players

enthusiastic; in most cases this resulted in engagement, but also the behaviours socialization

and feedback seeking occurred. Respondent 1 states: “Development and accomplishment of

course is something that, I need to be able to accomplish something also in the short term, in

order to be motivated. So that means I need to break down a larger achievement into smaller

achievements”, this clearly emphasizes the need for competence in the short term. Respondent

3 adds to this: “It really has to be easy. If people think it is a bit too difficult, they will stop

being active”, this is also about the need for competence.

Secondly, tools based on the driver ownership and personalisation seemed to cause short-term

pro-activeness as well as short-term innovativeness. In some of the cases of this study, virtual

currency was used, which is a typical tool based on the driver ownership and personalisation.

Respondent 2 gave one of the explanations of the working of this tool: “The first was a

specific pact of giving permission for people to change things. By deploying this system it

         

  28  

gave people the right, the opportunity, to make change happen”. The driver ownership and

personalisation fulfils the need for autonomy, as people can make their own choices and

strategies. This can result in taking initiative and suggesting new ideas. Although some

respondents state that virtual currency might be problematic for innovation in the long term,

this will be discussed further on in the results section.

The third extrinsically based driver to be discussed is scarcity and impatience. Although this

driver was not applied so much as the previous two, respondent 6 made a clear statement

about it: “scarcity and impatience is actually short-term in nature, if you have a situation it

requires direct and hard actions”. So the driver scarcity and impatience might be useful in

engagement as well, although it is less applied in the cases of this study. Summing up, the

three drivers accomplishment and development, ownership and personalisation, and scarcity

and impatience fulfil especially the need for autonomy and competence and sometimes

meaning. However, these extrinsic drivers provide only a short-term fulfilment of those needs

due to the lack of enough connection with the non-gamified environment and the strong focus

on a certain point in time. Following, most respondents indicated avoiding loss as a driver that

is not useful in stimulating pro-activeness and innovativeness. Respondent 1 illustrates this:

“Avoiding loss makes you show less risk-taking behaviours. It is basically non-innovative, it is

not entrepreneurial. Entrepreneurs want to gain and win something”.

Complementary to the expectations there were also effects from other gamification drivers.

Especially the driver explore and surprise is important and effective in the short term, as it

was mentioned by most of the respondents. In the cases, explore and surprise was mainly used

at an early stage of the projects by not being clear about the purposes of the new project. This

resulted in engagement through autonomy but also as respondent 4 explains: “If I would have

told the players that this experience was about working together, they would have said they

were already doing that so the project would be useless”. Next, the gamification driver social

influence and relatedness seems to have small a short-term influence. Especially peer-pressure

is an influential factor, when someone’s colleagues are engaged and taking initiatives, this

individual is likely to follow as well. Respondent 7 explains it: “The fact that they were in a

team and the other team members were still trying to push and to do things. I think this was

actually a good way to get everybody engaged”. Additionally, the interaction between players

is an important factor in most of the cases. An interesting difference regarding interaction

         

  29  

between players is that a small part of the cases was on an anonymous base, so players did not

know with whom from the company they were interacting. A reason for this was providing a

risk-free environment to create ideas. However, in a later stage of these cases, it was not

anonymous anymore because relatedness and recognition in the real world became needed for

the fulfilment of meaning. Lastly, the driver giving meaning and higher goal was not

commonly indicated as a short-term driver and will be discussed in a later section of this

thesis.

4.3 Examining proposition 2

Proposition 2: The short-term fulfilment of need for autonomy, competence and meaning,

based on extrinsic drivers, which show a player journey, can stimulate more long-term pro-

activeness and innovativeness.

A striking point regarding the short-term goal focus was already found while examining

proposition 1. In multiple cases, these goals of the projects were vague for the players at the

beginning. As explained, the reason for this is could be that it might be wise to not present a

gamification solution clearly as being a gamification solution, because the newness of the

concept could bring resistance. By keeping some vagueness within the gamified solution,

people can get used to the new project easily and provides them with the fulfilment of the

need for autonomy in the long term. Additionally, the game designer can provide a player

journey in which the need for meaning can be fulfilled at a later stage. Another important

point regarding a player journey is the journey of an idea itself, as respondent 1 puts it “You

help them and you coach them to come up with an idea or to connect them or sponsor them or

expose them to others. If there is attraction and good feedback, you may have something that

people need. If it is just the idea, you do not know”.

The gamification driver development and accomplishment was already analysed as being

extrinsically motivational for short-term behaviour. But development and accomplishment

can do more, when it is carefully designed to show progression for the player. Some of the

cases gave insight in how the accomplishment of the next level or badge in the game

stimulates the players in showing an entrepreneurial attitude. For example respondent 1 said:

“The system in this case shows how well your project is processing to the stages. And then, a

person, who has a higher innovation performance index, has kind of more influence in the

innovation process and this can bubble up in idea bending”. Respondent 7 illustrated another

         

  30  

example: “Doing the gamification, people had to dig into topics that were not in their familiar

zone. I think this was really something that pushed them to do the extra effort in order to have

a better understanding of the different functions of the bank”. These statements show long-

term behaviours like recognizing opportunities and sharing knowledge. A quote of respondent

8 clearly explains why the driver development and accomplishment does not solely motivate

in an extrinsic and short-term way: “It is not only about winning, it is also about comparing

your own performance with how you performed in the past and discuss this with each other.

Through that, you can increase your performance”. By showing a player journey in

combination with tools based on development and accomplishment, people are given more

self-control in the long-term fulfilment of autonomy, competence and mastery.

Also, the gamification driver ownership and development shows potential in being effective

in fostering long-term behaviour. At the beginning the driver ownership and development is

especially useful in creating awareness and urgency. As respondent 3 describes: “We really

wanted to create a mind-set in which the participants thought: I have to engage in this task,

this is my responsibility to bring this company to the next level”. Through the use of tools of

the driver ownership and development, a strong emphasis is placed on the need for meaning,

which seems to be important for a change in behaviour in the long term. By creating

awareness together with making it personal, individuals get an insight in why they should act

differently. Respondent 8 underlines this with: “Gamification helps to get employees from

unconsciously incapable to consciously incapable, from that point on you can start on

working on letting them become consciously capable”.

Following, it might be possible the driver scarcity and impatience forces individuals to make

better long-term decisions. As respondent 1 said: “My time is my currency, it is a scarce

resource. And of course I want to be part in a project where I have the feeling I am learning a

lot and, or, I am really making a contribution. I do something good”. However, this choice

will strongly depend on the preferences of an individual so it will not necessarily foster an

entrepreneurial attitude. The fourth driver that has been proposed to be extrinsically

motivational is avoiding loss. However, the cases barely use this driver so from this analysis it

comes apparent the driver avoiding loss might not be an effective gamification tool for

fostering an entrepreneurial attitude.

         

  31  

Overall the analysis shows that some extrinsic drivers, when they show a player journey,

indeed can give long-term results. However, the analysis showed that it really is the player

journey and not so much the type of driver that is important in striving for long-term goals.

Multiple respondents made a similar comment as the following from respondent 6: “If you

drop a bomb on Monday morning and announce the team has to operate totally different and

they are going to do that with this gamification solution, that might be fun for the first but it

will not last on the long term”. So a step-by-step progress was important in the cases of this

study, people need time to adapt to a change. Thus the analysis shows the importance of the

player journey to foster an entrepreneurial attitude. This outcome is actually not surprising, as

positive feedback and progress are very essential parts of gamification. Respondent 8 adds to

this that it is also important for gamification itself to keep renewing: “If you do not keep

constantly refreshing and keep constant as a game attendant, then it will become part of the

normal and it will not stay interesting”. By applying these step-by-step projects, the players

experience a direct fulfilment of the need for autonomy, competence and meaning, as well as

the prospect of new opportunities that will fulfil their need for autonomy, competence and

meaning. While players strive to fulfil their need for autonomy, they have to show long-term

pro-active behaviour. Multiple cases indicated this result by having players that were sharing

knowledge, taking initiative and networking. The prospect of the fulfilment of competence

encourages players to show more long-term innovative behaviours like opportunity

recognition and willingness to change. Following, the need for meaning seems extremely

important for gamification to succeed in the long term; I will elaborate on that in examining

proposition 3. Furthermore, the following quote from respondent 6 summarizes the analysis

on proposition 2 concisely: “in a certain sense, gamification is more evolution than

revolution”.

4.4 Examining proposition 3

Proposition 3: The long-term fulfilment of the need for autonomy, competence and meaning,

based on intrinsic drivers, will cause more long-term pro-activeness and innovativeness.

At this proposition, long-term pro-active and innovative behaviours are at stake, which results

in looking beyond the borders of the gamification system as well as time scale. As the goal is

a permanent entrepreneurial attitude of employees, although enabled by a gamification

solution, respondent 8 explains: “If you tap into intrinsic motivation, it will become bigger

and it will not only have to do with the game anymore. But also that you believe it is really

         

  32  

nice to do and because you learn from it”. The respondents of this study underline the

importance of intrinsically motivated people in relation to showing an entrepreneurial attitude.

Regarding to pro-active behaviour respondent 6 states: “There is absolutely a correlation

between pro-activeness and intrinsic motivation. I think you want to go into that area,

motivating people and letting them do what they actually want to do”. And about innovative

behaviour respondent 5 said: “Especially when you talk about innovation, then you have to be

creative and be able to motivate the people intrinsically”. Actually, when striving for a

change of behaviour, the goal of a gamification solution is to transform players into being

intrinsically motivated. Respondent 6 underlines this: “In the end I think it is very important

that when I start a project, to get those people intrinsically motivated. Through that, actually,

a long-term behavioural change occurs”. Following, the results on particular gamification

drivers are presented.

Explore and surprise is the first gamification driver that is labelled as typically intrinsically

motivational in this study. The analysis at proposition 1 already showed this label might be

wrong, as the driver explore and surprise can be useful as an extrinsic motivator as well.

However, another important pattern becomes apparent in this analysis that taps into the

intrinsic motivation and that is important for the long-term pro-activeness and innovativeness.

The use of the driver explore and surprise can fulfil the need of autonomy of an individual

because it gives the opportunity to discover and execute a personal strategy within a gamified

environment. Yet, what appears to be an even more valuable effect is the awareness this

driver creates on the pleasure of satisfying the need of autonomy in the long term, as well as

competence and meaning. Respondent 5 gives an insight: “I did not know I had an

entrepreneur in me. But the things we did with our team during the game! I get to know a

whole bunch of new people and we worked at night and even in the weekends, I never did that

before”. So creating awareness is an important effect that can result from gamification, it will

be further discussed later in this analysis. Furthermore, for players who are driven by explore

and surprise, cheating is a typical and even common behaviour. Although cheating might

have a negative connotation, the analysis shows it is a positive behaviour regarding an

entrepreneurial attitude of an individual. A cheater shows typical long-term innovative

behaviour by thinking out-of-the-box and challenging the status quo. As respondent 8

explains: “It really is a part of entrepreneurship. People are putting the system into

discussion and are going to test the system. That really is not a bad thing”.

         

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Following, the driver social influence and relatedness will be discussed. A striking point that

became obvious from the analysis is the interconnectedness of this driver and the goals of

several cases. Although peer-pressure and reputation are more effective to motivate in the

short term, creating awareness of each other and connecting to other people is valuable for the

long term. A gamification solution could facilitate the sharing of knowledge and networking,

so that more opportunities to improve things in general can be recognized. Respondent 4 and

6 explain about a case: “There were people that worked at their department but did not really

find and connect to each other. We stimulated them to go around and find people. The game

encouraged this, also with the goal that people would continue connecting to each other after

the game”. In a couple of cases of this study, knowledge sharing was intended to take a step

further into cross-functional knowledge sharing and collaboration. Gamification appears to be

a useful tool in accomplishing these objectives. Respondent 7 gave an insight in the effects:

“They were coming from different countries and different fields and they managed to do a lot

of networking. This also opens a lot of doors to future collaboration and it helps in knowing,

if you have a question or issue, who you can contact and can actually help you further out”.

The value of this outcome is clearly described by respondent 4: “By building on each other’s

knowledge and being able to find each other, you can be innovative”. However, as mentioned

above, the goals of several cases of this research were, among other things, collaboration and

connectedness. In that sense, it has to be noted that the analysis does not show at each point

whether social influence and relatedness was a driver for player or more the goal there were

striving at. Although the influence of this driver has been confirmed, some of the particular

direct effects remain vague.

Importantly, the gamification driver giving meaning and higher goal was indicated by almost

all of the respondents as being a driver of long-term influence. This driver is primarily

important because it provides the connection of a gamified solution with real-life outcomes

and implications. In order to establish an effect in the long term, this connection is critical

because it lets the gamification make sense. An example is given in the case description by

respondent 5: “We have the format of an inspiration game, in which player can get into all

kinds of different roles. But we provide companies with this game because they want to tackle

a certain challenge together with their employees. People really can go out-of-the-box and

afterwards those ideas really have to be implemented. And afterwards even the non-winners

         

  34  

thank us, because they finally felt they were involved”. Giving meaning and higher goal

actually can help in fostering an entrepreneurial attitude because this gives players the

possibility to identify opportunities to improve things in general and to suggest ideas in a

broader sense by connecting them to real-life outcomes of the gamification project. Therefore,

awareness of one’s capabilities and the situation can be valuable for long-term outcomes.

Respondent 6 underlines this: “I think it is really important that people realise like: ‘hey, wait

a minute, what they ask from me, that entrepreneurial attitude, that is actually really good for

myself. Through that, I become a better person, can do my job better and have way more fun

in doing it’. If people realise that through the solution you offer, then you are really getting

long-term solutions”. Logically, this driver especially taps into the long-term fulfilment of the

need for meaning.

Moreover, the analysis showed that the company context and support from senior

management plays an important role in the success of a gamification project. Although this

was not a focus point in the analysis at first, it did show a repetitive pattern that made it worth

looking into. Indeed, respondent 2 and 7 even pointed out the senior management support as

being the key success factor of the gamification project. In this sense, the driver giving

meaning and higher goal is important because involvement of top management gives the

participants the fulfilment of the need for meaning as their actions seem to matter.

Respondent 7 explained: “When you have the support of the senior executives of the bank and

when they are actually getting involved in this kind of project, then the participants are much

more motivated because they see even the top leaders are recognizing the value of such an

exercise”. Furthermore, the importance of context will be discussed at the remaining results.

4.5 Examining proposition 4

Proposition 4: Internal gamification that includes extrinsically based as well as intrinsically

based drivers will cause short-term and long-term pro-activeness and innovativeness and thus

an entrepreneurial attitude.

At the previous three propositions specific drivers and their possibilities of causing short-term

or long-term pro-activeness and innovativeness were looked into. However, an individual that

has an entrepreneurial attitude is showing short-term as well as long-term pro-active and

innovative behaviour. Therefore, this proposition is looking into the use of extrinsically based

drivers as well as intrinsically based drivers together.

         

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Hence, respondent 8 clearly explained why only extrinsic motivation is not enough when you

want to foster an entrepreneurial attitude: “Extrinsic motivation actually always stays kind of

in the game. Then it will not stick to you. So short loops with rewards, which can make you do

stuff at that point, but it stays in the game pretty much”. However, it is important to mention

that extrinsic motivators are not necessarily bad. In addition to the results presented at

proposition 1 and 2, extrinsic motivators can result in high participation rates at gamified

projects and also those are the drivers that most players perceive as fun. Therefore, the

following analysis looks into extrinsic motivation combined with other drivers. The data

showed that a couple of respondents place the emphasis on the combination of extrinsic and

intrinsic drivers. So not focussing on one certain type, but the combination of both results in a

synergy. As all the different gamification drivers motivate people in different ways, the

analysis shows that indeed a combination of drivers has the broadest range. Respondent 1 puts

it like this: “Extrinsic motivator is not necessarily bad. It is in combination with intrinsic

motivations like having a higher goal, that it is something positive. Because an intrinsic

motivator is a counter, which shows you how successful you are with reaching your intrinsic

goals”.

As already announced at the beginning of the analysis of proposition 3, creating awareness is

an important effect that results from gamification. Having knowledge of what is happening

around you and understanding why having an entrepreneurial attitude is important not only

triggers behavioural change, but makes it also more interesting and fun to change.

Gamification typically creates awareness on an unforced and fun base. Furthermore, creating

awareness with gamification also matters in another way, namely for the people who are

already capable of showing entrepreneurial behaviour but do not show this yet. For those

people it is important to have awareness of the fact that their company is giving them time,

space and encouragement to show their entrepreneurial attitude. Gamification is extremely

useful in tracing and triggering those people, because these individuals feel they finally get

the chance to do something with their talents and a couple of gamification mechanics

typically trigger entrepreneurial people. The analysis shows that for these people, a distinction

between extrinsic and intrinsic mechanic is less important, as gamification in general already

provides them with the awareness and opportunity to act entrepreneurially. Respondent 8

explains: “I think people who are entrepreneurial are in a way more triggered by

         

  36  

gamification. Because that is a sort of enthusiasm and contest and other stuff that are

associated with an entrepreneur, that also come back in the application of gamification”.

4.6 Remaining results

During the analysis, other remarkable results became apparent, which were not necessary

included in the theoretical propositions. This section elaborates on these findings.

The analysis of proposition 3 already showed the importance of the involvement and support

of the senior management regarding gamification projects. Even more, the analysis implies

that the overall context is important in the success of a gamified solution. That means a

gamification project has to fit in with the contextual factors. The respondents agree on that

every gamification project has to fit and that this requires a great deal of interaction between

stakeholders. In short, gaming is about interaction. Respondent 6 describes the interaction as

one of the key success factors of gamification: “What you do in the process, is looking

carefully into the process and also really think it over. Like, if we have this solution, how do

people react on that, what does that type of reaction and what influence had that reaction on

the solution and consequently, what has that solution to offer. You have to continually

overthink that process. Until you reach a situation in which people are doing the thing you

want them to. I think that it really is the power, to really reflect on that interaction”. So not

only the interaction between the company and the game designer and/or implementer is

important, also the interaction between both these parties and the players requires much

attention. Additionally, the analysis of the cases shows that the type of players at which a

certain solution is aimed matters in the gamification design. The respondents advise that when

you use gamification you have to make sure that you tap into different player styles, in order

to reach a broad audience. Although the importance of context and close interaction seems to

be recognized, this is also a point at which gamification can be improved. The analysis

indicates that there still exists a gap between companies and game designers and

misunderstanding of each other will decrease the positive outcomes of gamified solutions.

Respondent 6 explains where this problem needs improvement: “I think there has to happen

something at the beginning, to get a company ready for what is going to happen. So looking

into where the possibilities are, where gamification can be applied and what is necessary. But

also preparing the company to make sure that the provided solution is actually going to be

used and implemented right. So making sure it goes well and the problem of the company is

really tackled”.

         

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Last, the analysis showed some possible downsides of gamification. The respondents explain

that it is possible that gamification can have a contrary effect on people, when they have had a

bad experience. This places emphasis on why the design of gamification is important; the

design needs to include mechanisms that stay interesting for all players. An example of a

risky tool that is sometimes used in gamification is having a jury that selects ideas. On the one

hand this might result in a big group of disappointed people, because just a few ideas were

chosen as being good. On the other hand, many good ideas might be missed, because

disruptive innovations might not always be recognized at first hand. Luckily, some of the

respondents also suggest possible solutions for this problem. To begin with, close interaction,

as stated before, also helps in guarding for disappointed players. Additionally, transparency in

the process and decision-making provides a higher level of fulfilment of needs and thus less

risks of the gamification solution. Furthermore, respondent 5 and 8 brought another risk to the

attention. It is possible that employees like their newly discovered entrepreneurial attitude so

much, that they feel that they are not at their place in a big company any longer. The

challenge for companies in this is to make sure the company keeps up with the developments

of their employees and keeps providing them with the right environment.

               

 

 

         

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5. Discussion

5.1 Discussion

At this section, the results presented above will be discussed. First, the seven gamification

drivers are looked into. Based on theory, different categories of drivers were distinguished in

this study. Development and accomplishment, ownership and personalisation, scarcity and

impatience, and avoiding loss were considered having a short-term, extrinsically based, effect.

Explore and surprise, social influence and relatedness, and giving meaning and higher goal

were considered having a long-term, intrinsically based, effect (Wu, 2014; Chou, 2013;

Molenaar, 2014a). The analysis shows this distinction might be limited, as the outcomes show

the gamification drivers might not necessary work typically extrinsically or intrinsically as

determined by design.

Taking a closer look into the specific drivers, the driver avoiding loss should not be applied in

gamification projects that foster an entrepreneurial attitude. It is possible that the driver

avoiding loss might tap into motivations that are not suitable in an entrepreneurial attitude.

Being entrepreneurial is, amongst other things, about gaining something (De Jong &

Wenneker, 2008). That means while fostering an entrepreneurial attitude, individuals should

be motivated by what they can achieve instead of being stimulated towards behaviours of

avoidance.

The extrinsically labelled drivers development and accomplishment, ownership and

personalisation, and scarcity and impatience were expected to have short-term effects. The

cases that applied these three drivers indeed showed occurrence of short-term pro-active and

innovative behaviours. The two drivers explore and surprise and social influence and

relatedness were not originally extrinsically labelled, but the analysis showed these two

drivers might be capable of extrinsic motivation as well. When using these gamification

drivers to tap into extrinsic motivation, engagement in the project as well as awareness might

grow. Engagement and awareness could help in succeeding in the objectives of a project, that

means these extrinsically based drivers and way of motivating might be of importance.

However, to foster an entrepreneurial attitude and thus behavioural change, extrinsic

motivation is not enough (Wu, 2014). During the analysis it became apparent that the drivers

that showed a clear player journey might be intrinsically motivational as well. This player

         

  39  

journey offers the player continuous feedback. As the high level of positive feedback is a very

typical part of gamification (Deterding, 2011), this outcome underlines the possibilities of

gamification. Although a striking point regarding not reaching the potential of gamification

yet is found in not understanding how gamification should be designed. This will be outlined

later in this discussion.

Following, the three intrinsically based drivers explore and surprise, social influence and

relatedness, and giving meaning and higher goal were expected to result in long-term

behaviours. The use of these drivers in the cases of the study might have cause long-term pro-

activeness and innovativeness. The analysis implies that especially the use of the driver giving

meaning and higher goal might be applicable when striving for long-term results. Firstly, this

driver might create awareness in players, through which the players understand the situation

and what is asked of them. Secondly, the driver giving meaning and higher goal could give

the people who already were entrepreneurial the opportunity to actually show their talents.

Finally, this driver is important in the long term as it connects the outcomes and importance

with the real world. Additionally, the analysis showed that it might be the combination of

extrinsic and intrinsic drivers that could make the success of gamification, also in the long

term. As extrinsic mainly makes it fun, whereas intrinsic has the capability to take behaviours

further than the game.

Furthermore, this study proposed a difference in short-term and long-term fulfilment of the

needs for autonomy, competence and meaning. Indeed, individuals can perceive fulfilment of

the needs for autonomy, competence and meaning with gamification. For example, a short-

term fulfilment might take place at challenges in which players have to come up with their

own strategies, apply their knowledge and present their ideas real-life. However, this

satisfaction is typically short-term, as it stayed within the borders of the game. Although this

is effective in the short term, fulfilment of the needs in the long term turned out to be

important in achieving an entrepreneurial attitude in employees. Contexts that provide the

opportunity for one to satisfy the needs for autonomy, competence and meaning enhance

achievements and well-being (Ryan & Deci, 2000; Pink, 1995). Gamification can provide this

context and thus can get people self-determined and therefore showing an entrepreneurial

attitude. However, then it does have to fulfil the needs of autonomy, competence and meaning

in the long-term. When people feel a permanent satisfaction of needs, they are intrinsically

         

  40  

motivated and show the required behaviours naturally and spontaneously (Deci & Ryan,

2000). Autonomy in the long term can be achieved by gamification through showing how

players can influence their environment, for example by connecting different departments,

and providing the opportunity to come up with personal strategies also outside the gamified

environment (Becherer & Maurer, 1999). The feeling of competence in the long term can be

embraced through the constant positive feedback that gamification offers (Amabile, 1988),

although this is a factor that needs serious improvement in most of the current gamification

solutions. Companies that implement a gamification solution need to make sure the

environment adapts to it as well and grows into having a more entrepreneurial culture, as the

players grow at the same time into being more entrepreneurial. In the long term, quick and

positive feedback remains important. Following, the satisfaction of meaning might be the

determent factor of a long-term effect of gamification. The satisfaction of this need could be

directly fulfilled by the driver giving meaning and higher goal. The long-term fulfilment of

meaning might occur by not only showing the meaning of a certain task or challenge, but by

showing the actual meaning of, for example, an entrepreneurial attitude. It appears that

providing meaning might be the key success factor of the effects of gamification in the long

term. So far, gamification projects seem to lack a strong connection with real-world

outcomes. That means that if innovation management wants to use gamification in order to

foster an entrepreneurial attitude, epic meaning has to be inserted in the solution. Furthermore

it becomes apparent that in striving towards long-term satisfaction of all three needs, creating

awareness is a very important step. Gamification might be particularly useful in creating this

awareness. This underlines the effectiveness of gamification based on the self-determination

theory, as conscious valuing of a behavioural goal is an important step in going from

extrinsically to intrinsically motivated (Ryan & Deci, 2000).

Not all of the cases of this study had a particular long-term focus or were still quite new.

Regarding the short-term goals, the gamification cases were successful. Short-term pro-active

and innovative behaviours became apparent in the analyses. Taking initiative in engagement

and problem solving, socialization, the suggesting and using of new ideas were behaviours

that commonly occurred. However, there were also cases that showed results that included

behaviours that were typical for an entrepreneurial attitude or showed potential to reach these

outcomes in the future. Gamification created a more positive view of employees on an

entrepreneurial attitude. Behaviours like identifying opportunities in general, sharing

         

  41  

knowledge, networking, suggesting new ideas in a broader sense and creative thinking are

signalled more than before gamification was used. The analysis suggests that creating the

right environment for the companies as well as for the employees with gamification might

enable them to develop an entrepreneurial attitude.

However, as mentioned before, the potential of gamification is not fully reached yet because

several current gamification projects fail in the design (Raftopoulos, 2014). The results of this

research gave an insight that a striking reason for this seems to be the gap between game

designers and the objected company. The problem is as follows. Game designers have

knowledge of different tools and mechanics, and they know how to apply them in general.

The managers of companies know what behaviours they want to achieve and expect the

gamification solution to attain these behaviours once the game designer is given the

assignment. After the game designer is done, the solution is presented to the company and the

designer wishes the manager all the best with implementing it. However, gamification does

not have standard designs that result in very particular behaviours. The design of the right

gamification solution is an interactive and on-going process (Raftopoulos, 2014). So if

gamification wants to be able to foster an entrepreneurial attitude, a closer collaboration and

understanding between game designers and managers is recommended.

5.2 Theoretical contribution

This study supports prior research on gamification as well as opens a door for new theoretical

contributions. The results of this study underline that the positive effects of gamification

could be explained using the self-determination theory (Deterding, 2011; Ryan et al., 2006).

The outcomes might support the finding that an individual has to be intrinsically motivated in

order to achieve a change in attitude, although extrinsic motivators can support the process of

behavioural change (Ryan & Deci, 2000). Furthermore, this study emphasizes the importance

of a well-considered design of every single gamification project (Gartner, 2012; Raftopoulos,

2014; Raftopoulos, Walz & Greuter, 2015). The results provide an insight in how a certain

use of driver can result in particular behaviours. This research elaborates on previous research

by not only establishing that it might have a certain effect, but also by specifying certain

effects by making a distinction between short-term and long-term. The outcomes specify prior

statements regarding short-term and long-term differences in the design of gamification (Wu,

2014). Since the current academic research on gamification is limited, this research supports

the concept of gamification in general with an academic study. A step towards detailed

         

  42  

research regarding the right use and specific effects of gamification towards an

entrepreneurial attitude has been made. That might offer an opportunity for other research to

build upon, which will be further discussed at the future research section.

5.3 Managerial implications

A better understanding of the effect of gamification on an entrepreneurial attitude provides

companies and their innovation management with several insights. Therefore, this section

illustrates the implications of this research for practice. First, innovation management can use

gamification in order to stimulate an entrepreneurial attitude. In an early stage it can be a

supporting tool for enthusiasm and engagement, later on it might provide awareness and long-

term pro-active and innovative behaviours. However, in order to successfully reach an

entrepreneurial attitude within employees, the following remarks have to be considered.

An adequate design of a gamification solution with a fit at the objected company can result in

positive outcomes. An adequate design includes the use of tools based on a combination of

drivers. In striving for long-term outcomes, this combination means extrinsically based as

well as intrinsically based drivers. That means it is advised to companies that want to

emphasize a behavioural change to include tools based on the drivers explore and surprise,

social influence and relatedness, and/or giving meaning and higher goal. Additionally, the

gamification solution also needs to involve tools based on the drivers development and

accomplishment, ownership and personalisation and/or scarcity and impatience. In order to

strive for an entrepreneurial attitude, these last three drivers might help in creating

enthusiasm, awareness and engagement.

Another recommendation in order to achieve a suitable design is to focus on close interaction

between the firm, the players and the game designer. The design of the gamification solution

has to be continuously improved. That means close interaction between stakeholders is not

only needed while implementing a gamified solution, but it should already be embraced

before implementing and keep going afterwards. Although if done right gamification can

effectively foster an entrepreneurial attitude, managers do have to consider choosing for using

gamification involves dedication of several stakeholders.

Additionally, in order to achieve long-term commitment, actual meaning has to be applied.

The connection with the real day-to-day business is important and valuable for the employees

         

  43  

as well as the company. By creating meaning, employees might feel the urgency and be aware

of the advantages of having an entrepreneurial attitude. In return, if the efforts of employees,

stimulated through gamification, result in positive outcomes for the company then it

consequently provides a win-win situation. Creating meaning also means that proposed

objectives of a project should be embraced company-wide. If the goal is fostering an

entrepreneurial attitude within employees, the company and its environment have to develop

during the process towards being more entrepreneurial as well. If the context of a firm fails to

align with the developments of its employees, the company risks losing those employees who

have or have developed an entrepreneurial attitude. Therefore, the long-term goals of the

gamification project for the firm should be clearly stated at the first stage of the project.

5.4 Limitations

Despite the contributions, this research was not without limitations. In order to value the

contributions of this study, these limitations are addressed. The first limitation was the time

constraint in combination with the newness of the concept of gamification. Several cases took

place recently and therefore the distinction between short-term and long-term behaviour was

not clearly visible yet. In addition, a few respondents pointed out that there was not always a

long-term focus and detailed measurements of behaviours after the gamification project were

missing. Secondly, the cases of this study were examined by using company records, like the

presentations of the results and project designs, together with talking to game designers and

managers. However, due to the scope of this research, the behaviours of players of employees

were only evaluated based on the observations of the respondents and thus might be one-

sided. Also, regarding the generalizability of this research, a number of eight respondents is

quite low. Following, as this study focussed on the overall effect of internal gamification it

intentionally left out other theories like the theories about player types. Although it provided

the research with a good theoretical focus, these theories should be considered as well when

looking into the long-term effect of gamification. Finally, due to the minimal amount of

scientific publications regarding the topic of gamification, other sources were consulted as

well to build theory. All these limitations, together with the findings of study, suggest

interesting future directions. The future directions for research will be discussed in the next

section.

         

  44  

5.5 Future research

To establish the theoretical contributions and managerial implications, research that builds

upon this study can be valuable. In order to support the findings of this study, quantitative

measures on the relations between the variables would be interesting. While doing a

quantitative study regarding the effect of gamification on an entrepreneurial attitude,

moderators should be considered. For example, based on the finding of this research the

player type could be a moderator. In addition a longitudinal case study would be an

interesting future direction, as it provides the opportunity to measure the change in behaviour

over time. However, a solid basis in measuring the effects of gamification also needs a

stronger scientific background in order to design a valid longitudinal study. That means

another future direction for research is a strong measurement tool for gamification and its

outcomes. Therefore, it might be interesting to include research into traditional reward

systems as well, like at elementary school, into a research in developing a measurement tool

for gamification. In general, as this research underlined the importance of a solid gamification

design, a stronger academic support regarding gamification and its outcomes is necessary and

thus an important future direction for research. Following, the findings of this study showed

the importance of epic meaning of a gamification project. The results imply a positive effect

on the outcomes of gamification when positive results of the gamification project are related

to real-world outcomes. Future research should focus on how to make the most of this fact.

But even more important, more research is needed regarding the connection between real-

world consequences coming from gamification, especially regarding negative outcomes. A

first step has been made in positively rewarding individuals who perform well, but could a

gamification solution even be more effective when there were serious consequences for the

underperformers as well?

         

  45  

6. Conclusion

In order to keep up with start-ups that are gaining ground, the innovation management of

established companies want to foster an entrepreneurial attitude within their firms. Another

trend is the upcoming popularity of gamification, but through the newness of this concept

long-term effects have not been clearly established. Therefore, the aim of this study was to

answer the following research question: How can innovation management use gamification in

order to foster an entrepreneurial attitude?

This exploratory research started off with a literature study to develop a conceptual model. In

this model internal gamification included seven gamification drivers. The four extrinsically

based drivers were development and accomplishment, ownership and personalisation, scarcity

and impatience, and avoiding loss (Wu, 2014; Chou, 2013; Molenaar, 2014a). These four

drivers were expected to have mainly short-term effects. The three intrinsically based drivers

were explore and surprise, social influence and relatedness, and giving meaning and higher

goal (Wu, 2014; Chou, 2013; Molenaar, 2014a). These three drivers were expected to have

mainly long-term effects. Furthermore, previous research showed that the effectiveness of

gamification could be explained by the self-determination theory (Deterding, 2011; Ryan et

al., 2006). This entails individuals can be motivated by striving towards satisfaction of the

needs for autonomy, competence and meaning (Ryan & Deci, 2000; Pink, 1995). The

conceptual model implied that extrinsically based drivers could result in the satisfaction of

needs in the short term and intrinsically based drivers could result in the satisfaction of needs

in the long term. Furthermore, in the model it was expected that internal gamification could

foster an entrepreneurial attitude. This entrepreneurial attitude included short-term pro-active

and innovative as well as long-term pro-active and innovative behaviours. Short-term

behaviours were taking initiative in engagement and problem solving, socialization, feedback

seeking, suggesting new ideas, creative problem solving and implementation of new ideas

(Crant, 2000; Scott & Bruce, 1994). Long-term behaviours were identifying opportunities to

improve things in general, challenging the status quo, sharing knowledge, networking,

suggesting new ideas in a broader sense, creative thinking, opportunity recognition and

willingness to change (Crant, 2000; Amabile, 1988; Hurt et al., 1977; Kleysen & Street,

2001).

         

  46  

The findings of this study provided insight in the use of gamification drivers. The six drivers

accomplishment and development, ownership and personalisation, scarcity and impatience,

explore and surprise, social influence and relatedness, and giving meaning and higher goal

might be of use in fostering an entrepreneurial attitude. The driver avoiding loss might not be

helpful in striving for this particular attitude. The six above-mentioned drivers might be useful

as this study implies that when the design of gamification includes intrinsically motivating

drivers in combination with extrinsically motivating drivers and enables the long-term

satisfaction of autonomy, competence and especially meaning, gamification is able to foster

an entrepreneurial attitude. Important success factors of gamification for the long term are the

creation of awareness and the application of actual meaning. Also, an adequate and project-

specific gamification design might be significant for the determined outcomes. The right

design involves the combination of extrinsic and intrinsic drivers, and close interaction during

all the stages of the process of designing and implementing. To answer the research question

in sum, innovation management can use gamification to foster an entrepreneurial attitude by

developing gamification solutions with close interaction with all the stakeholders and through

having company-wide support in striving for an entrepreneurial attitude.

 

         

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References

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Appendix I

Thesis interview protocol Introduction Momenteel ben ik bezig met mijn master Entrepreneurship and Innovation aan de UvA en daarnaast schrijf ik mijn afstudeer onderzoek bij Rabobank Nederland. Mijn onderzoek richt zich op hoe gamification een ondernemende houding van werknemers zou kunnen stimuleren. Het interview zal beginnen met wat korte vragen over een ondernemende houding en daarna zou ik het graag met u over [specifieke case] willen hebben. Gaat u er mee akkoord dat ik het interview opneem? Currently I am a master student Entrepreneurship and Innovation at the UvA and graduate intern at the Rabobank Nederland. My research focuses on how gamification can stimulate an entrepreneurial attitude of employees within a company. The interview will start with some questions regarding an entrepreneurial attitude and after that I would like to talk with you about [specific case]. Do you agree with this interview being recorded? Starting question 1. Zou u mij iets meer kunnen vertellen over uw rol en verantwoordelijkheden binnen dit bedrijf? 1. Could you tell me something about your role and responsibilities within this company? Entrepreneurial attitude questions 2. Hoe belangrijk denkt u dat ondernemend gedrag van een werknemer binnen een groot bedrijf is? En waarom? 2. What do you think of the importance of entrepreneurial behaviour of employees within a big company? 3. In mijn onderzoek vallen pro-actieve en innovative gedragingen onder een ondernemende houding. Welke vormen van pro-activiteit en innovativiteit ziet u momenteel in de mensen waarmee u werkt? 3. In this study pro-activene and innovative behaviours are considered as an important part of an entrepreneurial attitude. What kind of pro-activeness and innovativeness do you recognize in the people you work with? 4. Bent u zelf pro-actief en innovatief? Waarom denkt u dat? 4. Are you pro-active and innovative? Why? 5. Neemt u een verschil waar in mensen die heel taak specifiek ondernemend gedrag kunnen tonen en mensen die altijd een ondernemende houding laten zien? 5. Do you recognize a difference in people who show task-specific entrepreneurial behaviour and people who always show an entrepreneurial attitude?

         

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Case questions 6. Kunt u voor mij [betreffende case] beschrijven? 6. Can you describe [specific case] for me? [Als het niet specifiek in de beschrijving naar voren komt: welke gamification tools werden er zoal ingezet bij dit project?] [If it is not describe specifically: which gamification tools were used in this project?] 7. Wat voor een invloed had de toepassing van [specifieke case] op de ondernemende houding van werknemers? (Aanvullend: Hoe merkte u dat?) 7. What kind of influence did the implementation of [specific case] have on the entrepreneurial attitude of employees? (Additionally: how did you notice this?) 8. Wat waren de sterke punten van [specifieke case]? 8. What were successful factors of [specific case]? 9. Wat ging er minder goed? 9. What went less successful? 10. Welke rol speelde de context van het bedrijf in dit project? 10. In what way did the context of the company play a role in this project? 11. Als u de gamification omgeving en de bredere context naast elkaar zou plaatsen, wat was dan het belangrijkste in het behalen van de gezette doelen van het project? Waarom denkt u dit? 11. If you have the gamification environment and the broader context, which one was the most important in accomplishing the goals of the project? Why do you think this? Gamification questions – Application of cards 12. Als u denkt aan het ontwerp van [gamification/specifieke case], wat waren hierin drijfveren voor gebruikers? 12. When you think the design of [gamification/specific case], what were drivers for users? Kaarten laten zien Show cards 13. Als u kijkt naar deze drijfveren, welke zijn voor u het meest herkenbaar wanneer u denkt aan [specifieke case]? 13. When you look at these drivers, which ones were most applicable during [specific case]?

         

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14. Welk effect nam u op korte termijn waar na het toepassen van [gamifcation/specifieke case]? 14. Which short-term effects did you observe after implementing [gamification/specific case]? 15. Zijn er ook effecten van [gamification/specifieke case] die op lange termijn zichtbaar werden? 15. Were there also effects coming from [gamification/specific case] which were more long-term? 16. Zou u deze lange termijn effecten kunnen koppelen aan bepaalde drijfveren of elementen? 16. Could you connect those long-term effects to certain drivers of elements? 17. Als laatste nog even specifiek; op wat voor manier heeft [gamification/specifieke case] bijgedragen aan de pro-activiteit en innovativiteit van uw medewerkers? 17. Lastly, to be specific; in what way did [gamification/specific case] contribute to the pro-activeness and innovativeness of your employees? 18. Heeft u verder zelf nog iets toe te voegen aan dit interview? 18. Would you like to add anything to this interview? Closing In het geval ik met iemand spreek die verantwoordelijk was voor de implementatie van gamification: is het mogelijk dat ik nog iemand uit het bedrijf mag interviewen (vanuit een ander perspectief)? Heel erg bedankt voor uw medewerking. Uiteraard krijgt u te zijner tijd bericht over de resultaten. In case the interview took place with the person responsible for implementing gamification: is it possible to interview another person from you company (from a different point of view)? Thank you very much for cooperating. And of course I will send you the results later on.