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Culture’s impact on gamification: A study of the effect of masculinity on motivation in Volkswagen
Linköping University, Department of Management and Engineering, Business Administration. Linköping University, Faculty of Arts and Sciences.
Linköping University, Department of Management and Engineering, Business Administration. Linköping University, Faculty of Arts and Sciences.
2016 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Today we are no longer only motivated by a paycheck, the new generation needs to feel that the work they are doing is stimulating, fun, and challenging. Gamification is based on the old concept of sales competitions. It is about using game elements in non-game contexts to bring out the fun in work. However, one has to keep in mind the culture in which the gamified system in implemented. Since it is in culture, values and goals are developed. These goals and values have an effect on our motivation, by affecting how we are motivated.

Masculinity is one of Hofstede’s six cultural dimensions. Masculine cultures are more focused in achievements and rewards. This is something that is also commonly employed in gamified systems. Consequently, what is researched is: Does the cultural dimension of masculinity have an impact on the motivation from gamification? – Why, or why not?

The question is studied with theoretical foundation from three perspectives: motivation, gamification, and culture. Furthermore, to answer this question, both qualitative and quantitative research was conducted. The study was done with Volkswagen in Sweden and their employees, and it centered around Volkswagen’s use of gamification in their sales department, and employee motivation. The results indicated that the employees generally appreciate the sales competitions and that they generally feel motivated. However, the results also indicated that they were not motivated in accordance with traditional gamification elements and theory. Nevertheless, it could be concluded that in Volkswagen’s case, gamification does have a motivational impact on the employees, even though they belong to a feminine culture.

Place, publisher, year, edition, pages
2016. , 59 p.
Keyword [en]
Gamification, Motivation, Management, Masculinity, Culture, Sales Stimulating Systems, Sales Competitions
National Category
Business Administration
URN: urn:nbn:se:liu:diva-131998ISRN: LIU-IEI-FIL-G--16/01497--SEOAI: diva2:1034890
Subject / course
Bachelor Thesis in Business Administration (Kandidatuppsats i Företagsekonomi)
Available from: 2016-10-13 Created: 2016-10-13 Last updated: 2016-10-13Bibliographically approved

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