dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Bentvelzen, Marit | |
dc.contributor.author | Riasat, Steven | |
dc.date.accessioned | 2025-08-28T00:01:49Z | |
dc.date.available | 2025-08-28T00:01:49Z | |
dc.date.issued | 2025 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/50030 | |
dc.description.abstract | 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. | |
dc.description.sponsorship | Utrecht University | |
dc.language.iso | EN | |
dc.subject | Title: Motivation and Gamification: Drivers of Work Performance. This study investigated how Gen Z people take breaks, what their underlying motivations are, and to what extent they are open to gamified interventions that can structure and support work breaks. | |
dc.title | Title: Motivation and Gamification: Drivers of Work Performance | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | Employee motivation; Work engagement; Gamification; Pause behavior; Personality | |
dc.subject.courseuu | Business Informatics | |
dc.thesis.id | 52834 | |