Discuss unacceptable behavior on the workfloor

Sven De Clercq

Co-founder, creative mind

Unacceptable behavior on the workfloor can create a toxic work environment, leading to decreased productivity, poor job satisfaction, and employee turnover. Addressing these behaviors can be challenging, as they are often rooted in deeply ingrained attitudes and values. Gamification, the use of game elements in non-game contexts, has been found to be an effective tool for promoting behavior change. This study explores the use of gamification to stimulate discussion about unacceptable behavior on the workfloor.

Using a mixed-methods approach, data was collected from 50 employees in a company setting. The results of the study showed that gamification was an effective tool in stimulating discussion about unacceptable behavior on the workfloor. The gamified discussion platform increased employee engagement and motivation, resulting in a higher level of participation and quality feedback among peers.

The study also found that gamification facilitated the development of empathy and perspective-taking skills among employees. Gamified discussions about unacceptable behavior resulted in higher levels of cognitive engagement, which translated into increased understanding and awareness of the impact of unacceptable behavior on others.

Moreover, the study identified several game elements that were effective in stimulating discussion about unacceptable behavior, including points, badges, and leaderboards. These game elements helped to create a safe and collaborative environment for employees to share their experiences and perspectives.

In conclusion, gamification can be a valuable tool in stimulating discussion about unacceptable behavior on the workfloor. This study provides evidence that gamification enhances employee engagement, motivation, and participation, resulting in a more effective strategy for addressing unacceptable behavior. Employers can leverage gamification to promote behavior change, foster empathy, and improve workplace culture.

References

  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A Systematic Literature Review of Empirical Evidence on Computer Games and Serious Games. Computers & Education, 59(2), 661-686.
  • Deterding, S., Dixon, D., Khaled, R.

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