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        Title: Motivation and Gamification: Drivers of Work Performance

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        Thesis_Final_Steven_Riasat.pdf (10.44Mb)
        Publication date
        2025
        Author
        Riasat, Steven
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        Summary
        In this study, it was examined how gamification can be used to promote health and well-being in the workplace, with a specific focus on Generation Z. A vignette study among the new generation was used to identify their break needs, their underlying motives, and their attitude towards gamification elements. The results show that Gen Z highly values autonomy, rest, and short recovery moments. At the same time, they show that gamification is only effective when it matches the user’s personal preferences and needs. This means that there should be more focus on personalised and context-sensitive interventions in the future.
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        https://studenttheses.uu.nl/handle/20.500.12932/50030
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