Exploring Gamification in the Work Experience of Generation Z Employees

Authors

  • Nyoto Nyoto Institut Bisnis dan Teknologi Pelita Indonesia
  • Nicholas Renaldo Institut Bisnis dan Teknologi Pelita Indonesia
  • Evelyn Wijaya Institut Bisnis dan Teknologi Pelita Indonesia
  • Rizaldi Putra Institut Bisnis dan Teknologi Pelita Indonesia
  • Gatot Wijayanto Universitas Riau, Indonesia
  • Rebecca La Volla Nyoto Universitas Lancang Kuning, Indonesia

DOI:

https://doi.org/10.38142/jebd.v4i3.424

Keywords:

Gamification, Generation Z, Employee Experience, Digital Workplace, Qualitative Research SDGs, Decent Work, Economic Growth, Industry, Innovation and Infrastructure

Abstract

The increasing use of digital technologies in the workplace has encouraged organizations to explore new approaches to creating meaningful employee experiences. One emerging approach is gamification, which incorporates game-related elements into non-game contexts, including workplace activities. This study aims to explore how Generation Z employees experience and interpret gamification in their work environment. A qualitative exploratory approach was employed, with data collected through semi-structured interviews with Generation Z employees who had experience with gamified workplace systems. The data were analyzed using thematic analysis with the assistance of ATLAS.ti. The analysis focused on five initial dimensions of gamification: badges, leaderboards, challenges, social interaction, and progress tracking. The findings indicate that gamification is experienced through several interconnected themes, including digital recognition, achievement and motivation, healthy competition and competitive pressure, social interaction, and progress awareness. The findings further indicate that gamification does not generate a uniform experience among employees. The same gamification element may be perceived positively by some employees while creating pressure or discomfort for others. Thus, gamification should be understood not merely as a technological feature but as part of the broader digital employee experience. The study contributes to the qualitative literature on gamification by emphasizing employees' subjective interpretations and experiences, while also providing practical insights for organizations in designing more meaningful, balanced, and employee-centered gamification systems

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Published

27-08-2026

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