Exploring the Effects of Gamification in Assisting Students Maintain a Better Work-Life Balance

Taniya Rizwan*, Abrar Ullah

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

The concept of work-life balance has become difficult for students to grasp in a world where the distinction between work and other activities in life is a blur. The aim of the study was to investigate the effects of gamification in apps on student’s perceived work-life balance. Participants were divided into a gamified app group and a non-gamified app group and were given online questionnaires before and after the experiment, which lasted two weeks. Several data analysis methods were adopted such as descriptive statistics, inferential statistics, and thematic analysis. While the non-gamified app group experienced a greater positive change in perceived work-life balance, the gamified app group showed higher satisfaction in work-life balance. Gamification did not significantly affect autonomy and competence satisfaction but increased relatedness satisfaction and engagement levels. Rewards and achievements were identified as the most effective game elements. Further research is needed to explore the effects of gamification on work-life balance in-depth as research on gamification continues to expand.

Original languageEnglish
Title of host publicationProceedings of International Conference on Information Technology and Applications
EditorsAbrar Ullah, Sajid Anwar, Davide Calandra, Raffaele Di Fuccio
PublisherSpringer
Pages217-226
Number of pages10
ISBN (Electronic)9789819983247
ISBN (Print)9789819983230
DOIs
Publication statusPublished - 18 Mar 2024
Event16th International Conference on Information Technology and Applications 2022 - Lisbon, Portugal
Duration: 20 Oct 202222 Oct 2022

Publication series

NameLecture Notes in Networks and Systems
Volume839
ISSN (Print)2367-3370
ISSN (Electronic)2367-3389

Conference

Conference16th International Conference on Information Technology and Applications 2022
Abbreviated titleICITA 2022
Country/TerritoryPortugal
CityLisbon
Period20/10/2222/10/22

Keywords

  • Autonomy
  • Competence
  • Game elements
  • Gamification
  • Psychological needs satisfaction
  • Relatedness
  • Study-life balance
  • Work-life balance

ASJC Scopus subject areas

  • Control and Systems Engineering
  • Signal Processing
  • Computer Networks and Communications

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