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Updated: Aug 27, 2025

The Collective Trust Game: An Online Group Adaptation of the Trust Game Based on the HoneyComb Paradigm
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The Corporate (Magic) Circle: Fun Work or Controlled Play?

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Summary

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.

Keywords:
Corporate educationEmployee controlGamificationSerious gamesTechnologyWellbeing

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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.