Studying the Mediating Effect of Gamification on the Relationship between Psychological Capital and Employees’ Creativity in Bahrain


Authors : Sarah Emad Eldin Ahmed Aly

Volume/Issue : Volume 6 - 2021, Issue 4 - April

Google Scholar : http://bitly.ws/9nMw

Scribd : https://bit.ly/3eXZQWD

Abstract : This study aims to study the mediating effect of gamification and measure its impact on the relationship between psychological capital and employees’ creativity. On this basis, we conducted an applied study by distributing a questionnaire via the Internet with employees from different companies in the Kingdom of Bahrain. The idea of using an App called Habitica, which is a game to track habits, was presented, as the main goal of it is to transform work-related tasks as part of its game. This proposal came on the basis that some of the employees of these companies had already been using this application for at least two weeks, and the use of this application was mainly as part of the gamification policies that the company was trying to implement recently. The research data were obtained from 115 employees who are using Habitica App for at least 2 weeks and 122 employees who are not using it at all. Psychological capital, employees’ creativity, and the relationship between them were measured among the total number of responses which was 237, and then we have compared them. As a result, it has been determined that gamification has a significant and positive effect on both psychological capital and employees’ creativity. Besides, This relationship was evaluated in the context of observing the mediating effect of gamification on both of them. It has been determined that gamification has a positive mediating effect on the relationship between psychological capital and employees’ creativity.

Keywords : Gamification, Psychological Capital, Employees’ Creativity.

This study aims to study the mediating effect of gamification and measure its impact on the relationship between psychological capital and employees’ creativity. On this basis, we conducted an applied study by distributing a questionnaire via the Internet with employees from different companies in the Kingdom of Bahrain. The idea of using an App called Habitica, which is a game to track habits, was presented, as the main goal of it is to transform work-related tasks as part of its game. This proposal came on the basis that some of the employees of these companies had already been using this application for at least two weeks, and the use of this application was mainly as part of the gamification policies that the company was trying to implement recently. The research data were obtained from 115 employees who are using Habitica App for at least 2 weeks and 122 employees who are not using it at all. Psychological capital, employees’ creativity, and the relationship between them were measured among the total number of responses which was 237, and then we have compared them. As a result, it has been determined that gamification has a significant and positive effect on both psychological capital and employees’ creativity. Besides, This relationship was evaluated in the context of observing the mediating effect of gamification on both of them. It has been determined that gamification has a positive mediating effect on the relationship between psychological capital and employees’ creativity.

Keywords : Gamification, Psychological Capital, Employees’ Creativity.

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