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The Corporate (Magic) Circle: Fun Work or Controlled Play?
Franz Coelho1, Ana Maria Abreu1,2
1Universidade Católica Portuguesa, Institute of Health Sciences, Palma de Cima, 1649-023 Lisbon, Portugal.
Serious games and gamification are now used in the workplace for various purposes, including employee control and enhancing worker wellbeing. These game applications in business contexts offer diverse strategic advantages.
Area of Science:
- Business Management
- Organizational Psychology
- Game Studies
Background:
- Traditionally viewed as leisure, entertainment games are increasingly integrated into professional settings.
- Serious games and gamification represent a growing trend in corporate environments.
Purpose of the Study:
- To investigate the diverse purposes of games utilized within the work context.
- To understand how serious games and gamification are applied in business.
Main Methods:
- Qualitative research approach.
- Conducted six semi-structured interviews with company leaders.
- Analyzed discourses on serious games and gamification projects for work.
Main Results:
- Games serve multiple functions in the workplace, including employee control for organizational results.
- Enhancing worker happiness and wellbeing is a key purpose identified.
- Emergent purposes vary based on market entry conditions and project types.
Conclusions:
- Games in the workplace have evolved beyond leisure, serving strategic organizational goals.
- The application of games in business contexts is multifaceted, impacting both organizational outcomes and employee experience.
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