Motivated & Engaged: Leveraging Gamification to Reduce Employee Burnout
Purpose – Gamification has emerged as a strategic tool to enhance engagement and foster collaboration within non-game contexts. This study aims to develop and validate a structural framework examining how gamification mediates the relationship between employee engagement, motivation, and burnout wit...
محفوظ في:
| المؤلف الرئيسي: | |
|---|---|
| التنسيق: | masterThesis |
| منشور في: |
2025
|
| الوصول للمادة أونلاين: | http://hdl.handle.net/10725/17062 https://doi.org/10.26756/th.2023.805 http://libraries.lau.edu.lb/research/laur/terms-of-use/thesis.php |
| الوسوم: |
إضافة وسم
لا توجد وسوم, كن أول من يضع وسما على هذه التسجيلة!
|
| _version_ | 1864513473684176896 |
|---|---|
| author | Barbar, Rana Nizar |
| author_facet | Barbar, Rana Nizar |
| author_role | author |
| dc.creator.none.fl_str_mv | Barbar, Rana Nizar |
| dc.date.none.fl_str_mv | 2025-07-03T08:36:30Z 2025-07-03T08:36:30Z 2025 2025-05-07 |
| dc.identifier.none.fl_str_mv | http://hdl.handle.net/10725/17062 https://doi.org/10.26756/th.2023.805 http://libraries.lau.edu.lb/research/laur/terms-of-use/thesis.php |
| dc.language.none.fl_str_mv | en |
| dc.publisher.none.fl_str_mv | Lebanese American University |
| dc.rights.*.fl_str_mv | info:eu-repo/semantics/openAccess |
| dc.title.none.fl_str_mv | Motivated & Engaged: Leveraging Gamification to Reduce Employee Burnout |
| dc.type.none.fl_str_mv | Thesis info:eu-repo/semantics/publishedVersion info:eu-repo/semantics/masterThesis |
| description | Purpose – Gamification has emerged as a strategic tool to enhance engagement and foster collaboration within non-game contexts. This study aims to develop and validate a structural framework examining how gamification mediates the relationship between employee engagement, motivation, and burnout within the Lebanese workplace context. Design/methodology/approach – A quantitative approach was employed using a structured questionnaire targeting employees aged 18 to 64 across multiple sectors in Lebanon. Data was analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). Measurement and structural models were assessed to evaluate reliability, validity, and path significance. Mediation analysis was performed to test the interaction effect of gamification. Findings – The results confirmed that employee engagement and motivation are both negatively associated with burnout (β = -0.7866, p < 0.01). Importantly, gamification was found to significantly moderate the engagement-burnout relationship (interaction term β = -0.2529, p < 0.05), indicating that individuals with high engagement levels experience significantly lower burnout in the presence of gamified elements. The overall model explained 71% of the variance in burnout (R² = 0.710), reflecting a strong predictive power. Research limitations/implications – The sample was collected using snowball sampling and self-reported measures, which may introduce response bias. Additionally, the current level of gamification adoption in Lebanese organizations remains low, potentially affecting generalizability. Practical implications – The findings offer actionable insights for HR professionals and organizational leaders seeking to mitigate employee burnout. Gamification can serve as a non-monetary motivational lever to boost engagement, enhance productivity, and reduce turnover-related costs. Originality/value – This research adds to the limited empirical evidence on gamification in emerging markets by validating its moderating role in reducing burnout. The study advocates for gamification as a viable tool in employee experience strategies, particularly in resource-constrained environments. |
| eu_rights_str_mv | openAccess |
| format | masterThesis |
| id | LAURepo_aa2cf5404af0c0e76d538bbdd46f254e |
| language_invalid_str_mv | en |
| network_acronym_str | LAURepo |
| network_name_str | Lebanese American University repository |
| oai_identifier_str | oai:laur.lau.edu.lb:10725/17062 |
| publishDate | 2025 |
| publisher.none.fl_str_mv | Lebanese American University |
| repository.mail.fl_str_mv | |
| repository.name.fl_str_mv | |
| repository_id_str | |
| spelling | Motivated & Engaged: Leveraging Gamification to Reduce Employee BurnoutBarbar, Rana NizarPurpose – Gamification has emerged as a strategic tool to enhance engagement and foster collaboration within non-game contexts. This study aims to develop and validate a structural framework examining how gamification mediates the relationship between employee engagement, motivation, and burnout within the Lebanese workplace context. Design/methodology/approach – A quantitative approach was employed using a structured questionnaire targeting employees aged 18 to 64 across multiple sectors in Lebanon. Data was analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). Measurement and structural models were assessed to evaluate reliability, validity, and path significance. Mediation analysis was performed to test the interaction effect of gamification. Findings – The results confirmed that employee engagement and motivation are both negatively associated with burnout (β = -0.7866, p < 0.01). Importantly, gamification was found to significantly moderate the engagement-burnout relationship (interaction term β = -0.2529, p < 0.05), indicating that individuals with high engagement levels experience significantly lower burnout in the presence of gamified elements. The overall model explained 71% of the variance in burnout (R² = 0.710), reflecting a strong predictive power. Research limitations/implications – The sample was collected using snowball sampling and self-reported measures, which may introduce response bias. Additionally, the current level of gamification adoption in Lebanese organizations remains low, potentially affecting generalizability. Practical implications – The findings offer actionable insights for HR professionals and organizational leaders seeking to mitigate employee burnout. Gamification can serve as a non-monetary motivational lever to boost engagement, enhance productivity, and reduce turnover-related costs. Originality/value – This research adds to the limited empirical evidence on gamification in emerging markets by validating its moderating role in reducing burnout. The study advocates for gamification as a viable tool in employee experience strategies, particularly in resource-constrained environments.Lebanese American University2025-07-03T08:36:30Z2025-07-03T08:36:30Z20252025-05-07Thesisinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesishttp://hdl.handle.net/10725/17062https://doi.org/10.26756/th.2023.805http://libraries.lau.edu.lb/research/laur/terms-of-use/thesis.phpeninfo:eu-repo/semantics/openAccessoai:laur.lau.edu.lb:10725/170622025-08-21T09:10:16Z |
| spellingShingle | Motivated & Engaged: Leveraging Gamification to Reduce Employee Burnout Barbar, Rana Nizar |
| status_str | publishedVersion |
| title | Motivated & Engaged: Leveraging Gamification to Reduce Employee Burnout |
| title_full | Motivated & Engaged: Leveraging Gamification to Reduce Employee Burnout |
| title_fullStr | Motivated & Engaged: Leveraging Gamification to Reduce Employee Burnout |
| title_full_unstemmed | Motivated & Engaged: Leveraging Gamification to Reduce Employee Burnout |
| title_short | Motivated & Engaged: Leveraging Gamification to Reduce Employee Burnout |
| title_sort | Motivated & Engaged: Leveraging Gamification to Reduce Employee Burnout |
| url | http://hdl.handle.net/10725/17062 https://doi.org/10.26756/th.2023.805 http://libraries.lau.edu.lb/research/laur/terms-of-use/thesis.php |