0000000000550371
AUTHOR
Daiga ĒRgle
showing 3 related works from this author
AirBaltic Case Based Analysis of Potential for Improving Employee Engagement Levels in Latvia through Gamification
2016
Abstract In 2014, airBaltic Corporation introduced a gamified electronic platform called Forecaster with a purpose to increase its employee engagement. The article considers the approach used by the organisation, analyses results, advantages and drawbacks of the organisation, and mainly formulates recommendations for the organisation in order to improve impact on employee engagement through gamification. As a result of the research, the author proposes 8 steps that are useful and applicable to any organisation, and as such those may serve a broader purpose than just improving airBaltic Forecaster tool. The objective of the paper is to draw learnings and put forward suggestions for the organ…
USE OF GAMIFICATION IN HUMAN RESOURCE MANAGEMENT: IMPACT ON ENGAGEMENT AND SATISFACTION
2018
The use of games, also called gamification, is innovative an approach in contemporary human resource management. The aim of this research is to assess whether gamification, if used in HR processes, can increase engagement and job satisfaction among employees, as well as to identify which HR processes respond better to gamification. Using data from CAWI interviews (n = 620) and Structural Equation Modelling (PLS-SEM) method with smartPLS software, the researchers found a significant positive impact of gamification on employee job satisfaction, however, no impact on engagement. Teambuilding and internal communication were identified as HR processes which better respond to gamification and rec…
Spēļošanas ietekme uz darbinieku iesaisti personālvadības procesu kompleksā sistēmā
2020
Elektroniskā versija nesatur pielikumus