The motivating power of gamification. Does the inclusion of game elements increase the effectiveness of worksite health promotion programs?

Pages1-15
Date23 December 2019
Published date23 December 2019
DOIhttps://doi.org/10.1108/IJWHM-04-2019-0055
AuthorLiesa Marie Lier,Christopher Breuer
Subject MatterHealth & social care,Healthcare management,HR & organizational behaviour,Human resource policy,Employee welfare
The motivating power
of gamification
Does the inclusion of game elements
increase the effectiveness of worksite
health promotion programs?
Liesa Marie Lier and Christopher Breuer
Institute of Sport Economics and Sport Management,
Deutsche Sporthochschule Koln, Cologne, Germany
Abstract
Purpose –An increasing number of firms have implemented workplace health promotion programmes
(WHPPs). However, such programmes can only be effective and economically viable if employees actually
engage. In an effort to uncover ways to promote employee engagement and, hence, WHPP effectiveness, the
purpose of this paper is to assess the impact of the inclusion of a gamification element in a worksite health
promotion programme on health outcomes.
Design/methodology/approach –Real-life data from a WHPP provider firm were analysed. Linear and
logistic regression analyses were performed to assess the impact of participating in a step challenge on
average daily step count and the likelihood of reaching the widelycommunicated goal of taking at least 10,000
steps per day.
Findings –It was found that the inclusion of gamification elements was significantly positively related to
physical activity outcomes: employees who participated in the step challenge took considerably more steps
than employees who did not participate (β¼1,139.36, po0.005). Participation increased the likelihood of
fulfilling the recommended goal of 10,000 steps per day significantly vs non-participants( β¼1.81, p¼0.005).
Finally, the results indicate that challenge participation was associated with a considerably greater increase
in steps for men than for women.
Originality/value –This research advances the scientific understanding of the modern types of WHPPs
that build on digital solutions and gamification. As an increasing number of firms face the challenge of
designing a programme that actually works, the finding that the inclusion of gamification considerably
increases programme effectiveness in terms of health outcomes is highly valuable.
Keywords Workplace health, Workplace wellness, Gamification, Workplace health promotion,
Digital health, Step challenge
Paper type Research paper
Although physical inactivity has undeniably negative consequences on both physical and
mental health (Bull et al., 2004; Humphreys et al., 2015), more than 35 per cent of individuals
in high-income western countries do not engage in a sufficient amount of movement
(Guthold et al., 2018). To address this alarming condition in an effective manner, public
authorities encourage the implementation of health promotion activities at the workplace,
because that is where adults spend a significant share of their waking hours (Engbers et al.,
2005). Additionally, employers are increasingly interested in adopting a workplace health
promotion programme (WHPP) because they realize that a majority of costs from
productivity losses are related to increasing employee absenteeism (Bundesministerium für
Gesundheit, 2018; Proper and van Mechelen, 2008). Hence, in expectation of increasing
physical activity levels and reducing employee absenteeism, an increasingly greater number
of those WHPPs are being implemented by firms: analysts project a 9 per cent annual
growth rate from 2018 to 2026 (TransparencyMarketResearch, 2018).
For those WHPPs to be effective and to enable employers to reap the beneficial effects of
physical activity programmes on sick-days (Fonseca et al., 2010; van den Heuvel et al., 2005;
International Journal of Workplace
Health Management
Vol. 13 No. 1, 2020
pp. 1-15
© Emerald PublishingLimited
1753-8351
DOI 10.1108/IJWHM-04-2019-0055
Received 19 April 2019
Revised 22 October 2019
Accepted 28 November 2019
The current issue and full text archive of this journal is available on Emerald Insight at:
https://www.emerald.com/insight/1753-8351.htm
1
Motivating
power of
gamification

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