Javascript must be enabled to continue!
GAMIFICATION IN IMPROVING HRIS USAGE
View through CrossRef
This study investigates the capacity of gamification to improve the utilization of HRIS (Human Resource Information Systems). The respondents were selected from a wide range of sectors, including schools, banks, government agencies, and others. They represented different positions, from lower-level employees to management responsibilities, and were characterized as either operational or managerial users. The data collection process employed a snowball sampling technique, which involved obtaining referrals from current users of the HRIS system. The study found a strong positive association between all variables, including organizational impact, HRIS use, HRIS success factors, and gamification. The majority of correlation coefficients demonstrated a substantial effect size, with the exception of gamification and HRIS utilization, which displayed a modest effect size. The success criteria of HRIS had a considerable impact on the usage of HRIS, accounting for around 55% of the variation. Information quality was found to be the only significant predictor of HRIS utilization among the several factors that contribute to the success of HRIS. However, the moderation study investigating whether gamification played a moderating role in the link between HRIS success factors and HRIS use did not yield significant evidence supporting gamification as a moderating variable.
International College Suan Sunandha Rajabhat University
Title: GAMIFICATION IN IMPROVING HRIS USAGE
Description:
This study investigates the capacity of gamification to improve the utilization of HRIS (Human Resource Information Systems).
The respondents were selected from a wide range of sectors, including schools, banks, government agencies, and others.
They represented different positions, from lower-level employees to management responsibilities, and were characterized as either operational or managerial users.
The data collection process employed a snowball sampling technique, which involved obtaining referrals from current users of the HRIS system.
The study found a strong positive association between all variables, including organizational impact, HRIS use, HRIS success factors, and gamification.
The majority of correlation coefficients demonstrated a substantial effect size, with the exception of gamification and HRIS utilization, which displayed a modest effect size.
The success criteria of HRIS had a considerable impact on the usage of HRIS, accounting for around 55% of the variation.
Information quality was found to be the only significant predictor of HRIS utilization among the several factors that contribute to the success of HRIS.
However, the moderation study investigating whether gamification played a moderating role in the link between HRIS success factors and HRIS use did not yield significant evidence supporting gamification as a moderating variable.
Related Results
The Determinant Factors for Affecting Human Resource Information System Usage
The Determinant Factors for Affecting Human Resource Information System Usage
In the digital era, organizations are increasingly leveraging information technology to improve operational efficiency and decision-making processes. One significant advancement in...
Impact of technostress and information technology support on HRIS user satisfaction: a moderation study through technology self-efficacy
Impact of technostress and information technology support on HRIS user satisfaction: a moderation study through technology self-efficacy
PurposeThis research aimed to determine the relationship between technostress and information technology support (IT) and HRIS-related user satisfaction. The study also investigate...
Building dynamic capabilities: the case of HRIS
Building dynamic capabilities: the case of HRIS
PurposeThe purpose of this paper is to investigate conditions for a human resource information system (HRIS) to impact organizational competitiveness. Particularly, the author prop...
EFFECTIVENESS OF HUMAN RESOURCES INFORMATION SYSTEM (HRIS) ON ORGANISATIONAL PERFORMANCE IN THE BANKING SECTOR
EFFECTIVENESS OF HUMAN RESOURCES INFORMATION SYSTEM (HRIS) ON ORGANISATIONAL PERFORMANCE IN THE BANKING SECTOR
Human Resources Information System (HRIS) has become an important feature of Human Resource Management (HRM) in the emerging economies including Tanzania. The system has been adopt...
Increasing Tacit Knowledge Sharing with an HRIS
Increasing Tacit Knowledge Sharing with an HRIS
This article gives an overview on using a human resource information system (HRIS) to enhance tacit knowledge sharing. Developing and implementing methods for enhancing tacit knowl...
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity...
Optimising gamification using constructive competition and videogames
Optimising gamification using constructive competition and videogames
This thesis is concerned with the use of gamification to make studying more fun. Games are designed to be compulsive and enjoyable, so if we can apply game design principles to stu...
The impact of gamification intention to use in e-learning through student attitude: evidence from Egyptian Private Higher Education Institutions (HIEs)
The impact of gamification intention to use in e-learning through student attitude: evidence from Egyptian Private Higher Education Institutions (HIEs)
The COVID-19 pandemic has forced many universities to move to online learning to sustain students’ education. Today’s Students are digital natives. They grew up with digital techno...

