BSL Academic Research Updates

12.2020

How a company’s gamification strategy influences corporate learning: A study based on gamified MSLP (Mobile social learning platform)

Kim, S. (2020)

Dr. Sehoon Kim

Abstract

Advances in personal devices and communication technologies have changed the learning landscape. Gamification is the use of technology to promote and induce the user’s internal motivation by exploiting the game’s characteristics. Recently, mobile learning applications introduce various gamification strategies to provoke users’ voluntary participation. However, empirical evidence on how to attract users and influence sustained usage is limited. This study establishes a theoretical basis for designing learning applications and discusses its impact on business. A series of gamification strategies such as Competition, Challenge, Compensation, Relationship, and Usability, were applied to a company’s Mobile Social Learning Platform (MSLP). A survey result of 293 users from South Korea was used for the advanced mediation model analysis. The result showed that Challenge, Relationship, and Usability had affected Flow and Continuous usage intention. This paper argues that the user’s usage intention will have a positive effect on voluntary learning. It also provides a significant implication for organizational effectiveness through the development and application of mobile learning platform.

https://www.sciencedirect.com/science/article/abs/pii/S0736585320301647?via%3Dihub

Yi, S., Connerton, T., and Park, C. Y. (2020). Should I Stay or Should I Leave? Fitness Club Visit Frequency’s Impact on Membership Retention. Managing Sports and Leisure. (Under Final Round of Review for Publication). 

Kim, Y.; Park, M.J.; Atukeren, E. (2020), ‘Healthcare and Welfare Policy Efficiency in 34 Developing Countries in Asia’, Int. J. Environ. Res. Public Health 2020, 17(13), 4617. Available from: https://doi.org/10.3390/ijerph17134617

Kim S, Lee H and Connerton TP (2020) How Psychological Safety Affects Team Performance: Mediating Role of Efficacy and Learning Behavior. Frontiers in Psychology, https://doi.org/10.3389/fpsyg.2020.01581

Kim, S. (2020). How a company’s gamification strategy influences corporate learning: A study based on gamified MSLP (Mobile social learning platform). Telematics and Informatics, 101505. https://doi.org/10.1016/j.tele.2020.101505 (SSCI indexed)