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UNIRAZAK Library Pustaka
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| Abstract : Unirazak Library |
| Abstract
Gamification, which includes game components in non-gaming environments, has gained popularity across various organizations to enhance training and development. This
study aims to explore the literature on the potential elements influencing employees ‘acceptance of gamification in training settings. Key variables explored include social
influence, performance expectancy, self-efficacy, and age. By examining these factors, this conceptual study offers valuable insights for organizations aiming to implement
gamification strategies effectively. The study provides a theoretical foundation for organizations to leverage gamification and highlights its role in fostering continuous
professional development, inspiring organizations to embrace this innovative approach. Furthermore, the study highlights potential areas for future empirical research. |
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