Gamification Mechanism and Elements Affecting Gamification Dynamics: A Case of Generation Z in Thailand

Main Article Content

Naphat Wuttaphan

Abstract

     This study aims to discover gamification mechanisms and elements affecting gamification dynamics. A quantitative cross-sectional study was used to collect data from 350 generation Zs across Thailand. The data were analyzed using descriptive statistics such as frequency, means, and standard deviation As well as an analysis of variance (ANOVA), correlation, and regression respectively. The research found that there is a significant dynamic at .05 level of gamification for different genders and education levels. However, an analysis of correlation found that game feedback and game challenges (r = .80, p < .00) had the highest value, followed by the challenges and types of game (r = .77, p < .00). Moreover, the results of game mechanism found that and points, levels, leaderboards, and teammate(s) are significantly affect game dynamics. The organization can use the research result to apply for policy formulation in order to develop human resource using the gamification process, which can help the organization increase its competitive capability continually.

Article Details

Section
บทความวิจัย (Research article)

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