=Paper= {{Paper |id=Vol-2186/paper6 |storemode=property |title=Antecedents and outcomes of middle managers’ adoption of gamification as a strategic alignment tool |pdfUrl=https://ceur-ws.org/Vol-2186/paper6.pdf |volume=Vol-2186 |authors=Hélder Ferreira,Catarina Roseira |dblpUrl=https://dblp.org/rec/conf/gamifin/FerreiraR18 }} ==Antecedents and outcomes of middle managers’ adoption of gamification as a strategic alignment tool== https://ceur-ws.org/Vol-2186/paper6.pdf
             Antecedents and outcomes of middle managers’ adoption of
                     gamification as a strategic alignment tool


                                                  Helder Ferreira
                                Faculty of Economics, University of Porto, Portugal
                                               110427010@fep.up.pt

                                                  Catarina Roseira
                                Faculty of Economics, University of Porto, Portugal
                                                croseira @fep.up.pt



     Abstract: This paper is part of a research project that investigates middle managers’ adoption of
     gamification as a tool of strategic alignment. This study considers middle manager as pivotal on the
     implementation of a gamification strategy to mobilize employees’ alignment with the organization’s
     strategy. Based on literature review, we identify possible antecedents and outcomes of gamification as a
     strategic alignment tool. Regarding antecedents, at the organizational level, the organizational
     environment, the role and level of involvement of the middle manager in strategy formulation and
     implementation emerge as factors that may impact middle managers’ willingness to adopt gamification;
     At the individual level, middle managers’ knowledge of game design elements and their experience with
     gaming, as well as the perceived organizational and individual risks and benefits of adopting a
     gamification strategy also emerge as important factors in this process. In terms of possible outcomes, we
     suggest that gamification may result in increased employee engagement and alignment with strategy and
     motivation to keep participating on gamified experiences. Additionally, this paper proposes a conceptual
     framework that suggests that organization-related and individual-related antecedents influence the
     decision to adopt a gamification strategy and the role of middle managers in the implementation process.
     The implementation of the gamification experience will impact employee’s alignment, engagement with
     the company strategy and their motivation to participate in other gamification experiences. Finally, the
     framework suggests that a positive perception of gamification outcomes may further the adoption of
     gamification as a strategic alignment tool. Empirical research is necessary to validate the conceptual
     framework proposed in the paper.



     1.       Introduction

     Gamification is used in various sectors in the real world (Hamari et al., 2014) and constitutes a
     promising avenue in the organizational context (Landers et al., 2017). Despite the attention that
     gamification has recently drawn (Hamari et al., 2014) the field still misses theoretical
     foundations, valid and empirical research (Hamari and Koivisto, 2015; Seaborn and Fels, 2015;
     Landers et al., 2017) and a proper and comprehensive framework that describes the process
     (Hamari et al., 2014) and challenges (Robson et al., 2015) of creating a gamified experience.

     In organizational contexts, middle managers have an important role as actors in strategy
     processes (Burgelman et al., 2017), namely as they mediate between the organization strategy
     and the people and activities that implement it and influence its outcomes (Wooldridge et al.,




GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                          48
     2008). Thus, in order to understand if and how gamification can be used as a strategic
     management alignment tool, it is necessary to better understand the factors (i.e., the antecedents)
     that influence middle managers’ willingness to adopt it. In this context, the main goal of this
     study is to propose a conceptual framework to explore which are the antecedents that influence
     middle managers adoption towards gamification as a strategy implementation and alignment tool;
     how those antecedents influence the gamification adoption process; and how the outcomes of the
     gamification may contribute to the willingness to further adopt gamification as a strategy
     alignment tool.

     The paper is structured as follows. Section 2 provides an overview of the literature about strategic
     alignment and middle management showing the key concepts and issues in these areas. Section 3
     displays the concept of gamification. Section 4 presents a conceptual framework that integrates
     the antecedents, implementation and outcomes of the adoption of gamification as alignment
     strategic tool by middle managers. Finally, section 5 presents the main conclusions of the paper.



     2.       Strategic alignment and middle management

     Organizations need to align their strategy, goals, processes, organizational structure and culture to
     achieve long-term success (Trevor and Varcoe, 2016). Strategic alignment helps organizations
     achieve competitive advantage and provide them with direction and flexibility to react to new
     opportunities (Avison et al., 2004). Companies’ people, culture, structure and processes must flex
     and change as the strategy shifts (Trevor and Varcoe, 2016) and employees must understand the
     strategy, be motivated and committed to support the company (Kaplan and Norton, 2008). In this
     context, the perceived alignment of job tasks and strategic priorities is important to secure high
     levels of work engagement (Biggs et al., 2014) and the execution of strategy by different teams.
     Also, managers should be involved in strategy design and implementation process (Decoene and
     Bruggeman, 2006) to execute the strategy successfully (Box and Platts 2005).

     Middle managers are considered key drivers in strategy implementation with a central position in
     organizational hierarchies as they play the role of intermediaries between top managers and
     employees (Huy, 2001, 2002; Mair and Thurner, 2008; Wooldridge et al., 2008; Harding et al.,
     2014) and peers (Radaelli and Sitton Kent, 2016). Middle managers are both controlled and
     controllers, resisted and resisters, can participate, influence (upward and downward), and take
     divergent or integrative cognitive contributions to strategic management (Floyd and Wooldridge,
     1992; Harding et al., 2014). The implementation of strategy requires clear communication
     throughout the organization (Huy, 2001) and middle managers own a strong base of knowledge
     and competencies to do it (King et al., 2001; Parera and Vallejo, 2013). Top management should
     involve middle managers in strategy implementation (Floyd and Wooldridge, 1992; King et al.,
     2001; Ouakouak et al., 2014), as it is the interest of the organizations that middle managers
     recognize and support the strategy and implement it (Mair and Thurner, 2008).

     The role of middle managers can be influenced by different factors. At the organizational level,
     organizations should create ‘positive conditions’ to develop and promote the involvement of
     middle managers with corporate strategy. In fact, Amar (2004) referred that in order to succeed,
     ‘knowledge organizations’ have to develop a work environment that consistently motivates and
     engages their employees. Additionally, the action of middle managers is limited by a lack of
     hierarchical power, which Radaelli and Sitton Kent (2016) consider as a possible obstacle to




GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                      49
     implement the strategy. At the individual level, Guth and MacMillan (1986) claim that if middle
     managers believe that their self-interest is being compromised, they can delay, reduce the quality
     or sabotage the execution of strategy implementation.

     In the specific context of gamification, considering the pivotal role of middle managers, it seems
     relevant to understand how they influence the adoption of gamification as a strategic alignment
     tool and which factors may drive them to do so.



     3.       Gamification

     Gamification is present in the daily lives of organizations, employees and customers and it is
     used in various contexts (Koivisto and Hamari, 2014; Hanus and Fox, 2015; Robson, 2015). Still,
     it lacks theory (Hamari and Koivisto, 2015) and empirical research (Hamari et al., 2014; Seaborn
     and Fels, 2015; Hanus and Fox, 2015).

     Gamification is usually defined as the use of game elements in non-game contexts (Deterding et
     al., 2011) to encourage engagement and enjoyment (Seaborn and Fels, 2015). It can also be used
     to design products, services and organizational practices (Huotari and Hamari, 2017). Of specific
     interest to our research, Hamari and Koivisto (2015) state that gamification also can be a
     motivation tool able to change behaviors, engage and mobilize people to achieve goals (Kim,
     2015).

     To motivate and engage people in gamified experiences middle managers can to resort game
     design elements of mechanics, dynamics and aesthetics (Hunicke et al., 2004). For instance,
     mechanics promote action through challenges, luck, cooperation and competition, feedback and
     rewards, while dynamics attribute consistency (Hunicke et al., 2004; McCarthy et al., 2014;
     Hamari and Koivisto, 2015; Kim, 2015). However, Hanus and Fox (2015) suggest some caution
     in applying certain gamification mechanics. In fact, while some studies report positive effects of
     gamification (Hamari et al., 2014), others show that the perceived usefulness, enjoyment and
     playfulness tend to diminish with time using and ease of use (Koivisto and Hamari, 2014). Thus,
     on the one hand is relevant to consider whether the employees “buy” the idea of gamification to
     improve work performance (Landers et. al., 2017). But, on the other hand, organizations must
     know how to motivate their employees knowing that what motivate the new generations are quite
     different from of what motivated the previous generations (Amar, 2004).

     In this context, Hamari et al. (2017) observe that the impact of gamification on strategic
     management has not been sufficiently addressed. Thus, this study will hopefully shed light on the
     outcomes of the middle managers adoption of gamification as tool to engage and align employees
     with the organization’s strategy.



     4.     Antecedents and outcomes of middle managers towards gamification: a framework
     to research.

     Hamari et al., (2017) observe that the literature review on gamification is still very scarce
     regarding the impact of gamification on strategic management. Responding to this call, we
     propose a conceptual framework and a set of research questions to further existing knowledge on




GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                   50
     the adoption of gamification as a strategic alignment tool by middle managers (cf. figure 1). Our
     framework integrates three main dimensions: The antecedents of adoption of gamification as a
     strategic alignment tool; The implementation of gamification process and the role of middle
     managers; the outcomes of the gamification process. Each of the dimensions and the relations
     between them are furthered below. We believe that research of these topics can be an important
     contribution to the strategy literature, namely in the specific field of strategic alignment.


                                                                             Implementation
                                                                      Role in the creation/adoption
              Antecedents of adoption                                Role in gamification experience
              Organization-related factors                              Goal (s) of gamification
              Organizational environment                            Implementation level (individual,
              MM Involvement in strategy formulation                  team, department, company)
              MM Power and autonomy
              MM Role/function
              Individual-related profile
       	
     Experience with gaming
              Knowledge of game elements
              Perceived organizational benefits and
              risks                                                               Outcomes
              Perceived individual benefits and risks                   Knowledge of strategy
                                                                        Alignment with strategy
                                                                       Engagement with strategy
                                                                       Engagement with the team
                                                                      Motivation to keep playing
                                                                      Persistence/Sustainability of
                                                                                 effects

                                                                                                        	
  
                                           	
  Figure 1 - framework to research

     At the antecedent dimension, the framework suggests that middle managers’ willingness to adopt
     gamification as a strategic alignment tool is influenced by organization and individual factors.
     Organizations should create positive conditions to sustain, develop and promote the involvement
     of middle managers with the corporate strategy. In line with Amar’s (2004) claim that to succeed,
     ‘knowledge organizations’ have to develop a work environment that consistently motivates and
     engage their employees, we suggest that the way middle managers perceive the organizational
     environment may influence their willingness to adopt gamification. Also, the involvement of
     middle managers in the organization strategy processes (Floyd and Wooldridge, 1992; Ouakouak
     et al., 2014), e.g. in the formulation and implementation of the company’s strategy, can facilitate
     the adoption of gamification tools. Additionally, the level of power and autonomy that middle
     managers hold in organizations (Guth and MacMillan,1986; Radaelli and Sitton-Kent, 2016;)
     may facilitate or hinder the adoption of innovative management tools, such as gamification.
     Related with the individual factors, middle managers’ knowledge about game elements and
     experience with gaming can also influence the adoption of gamification. Specifically, we suggest
     that knowledge and previous gaming experience (in work and non-work contexts) will make
     middle managers more at ease with the tool and also more aware of its possibilities, e.g. in terms
     of engagement and motivation of employee. Furthermore, a positive perception of benefits and




GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                        51
     risks that may accrue for themselves (Guth and MacMillan,1986) and for the organization will
     increase middle managers’ willingness to adopt gamification tools. Integrating these elements,
     we propose the following research question: (1) How do organizational and individual factors
     influence the adoption of gamification as a strategic alignment tool by middle managers?
     Concerning the implementation dimension, it is also necessary to understand what is the role of
     middle managers in the design and implementation of the gamification experience, e.g. his/her
     involvement in the decision to create the experience, and his/her involvement in the design of the
     game (goal, elements, and implementation level) and in the actual playing of the game. Thus, a
     second research question emerges: (2) What is the role of middle managers in the implementation
     of a gamification experience as a tool of strategic alignment? Furthermore, we suggest that the
     configuration of organization and individual factors previously referred may influence this role,
     leading to the third research question: (3) How do organization and individual antecedents
     influence the role of middle managers in the gamification experience?
     The third framework dimension focuses on the outcomes of gamification. We recall Hamari and
     Koivisto’s (2015) and Kim (2015) claims on the impact of gamification to change behaviors,
     engage and mobilize people to achieve goals. In line with this claim, we suggest that a positive
     perception of employees about the gamification process will increase their alignment and
     engagement with strategy, and their motivation to keep ‘playing’. Two research questions arise
     here: (4) What are the effects of gamification on employees’ engagement and alignment with
     strategy and motivation to keep ‘playing’; (5) How does the implementation process influence
     the gamification outcomes? Furthermore, building on Hamari et al.’s (2017) call for research on
     the short-and long-term effects of gamification, we propose that the persistence of the outcomes
     needs to be studied in order to evaluate the sustainability of gamification tools in management
     contexts. To do so, we propose the following research question (6): How do the effects of
     gamification evolve with time?
     Closing the framework, we propose a final question to research (7) How do gamification
     outcomes impact the organization and individual predisposition to further use gamification as a
     tool of strategic alignment?


     5.       Conclusions

     This paper responds to the call for a comprehensive framework to describe gamification
     processes (Hamari et al., 2014) and challenges (Robson et al., 2015) in the work place. We aim at
     contributing to the strengthening of the theoretical foundations and the empirical research in the
     area, a need identified by several authors (e.g., Hamari and Koivisto, 2015; Seaborn and Fels,
     2015; Landers et al., 2017).
     This paper reviews relevant literature on the areas of Strategy Alignment, Middle Management
     and Gamification. Organizations need to align their strategy to achieve long-term success and to
     have employees motivated and committed with the organization. To do this, organizations should
     create a working environment and use adequate tools (e.g., gamification) to engage and motivate
     consistently their employees. Middle managers are key actors in the process of strategic
     alignment due to their central position in organizational hierarchies, as they act as intermediaries
     between top managers and employees and have an important role in the implementation of
     strategy throughout the organization. Gamification is usually used as a motivation tool to
     encourage engagement and enjoyment, and even to change people’s behavior or to achieve goals.
     In this context, among many possible uses, gamification can be used in the workplace as strategic
     alignment tool. This paper suggests that middle managers may be pivotal on the adoption and




GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                     52
     implementation of a gamification strategy to mobilize employees’ alignment with the
     organization’s strategy.
     Building on existing literature, we propose a comprehensive framework to research the
     antecedents and outcomes of the adoption of gamification processes as strategic alignment tool
     by middle managers. While this paper focuses on the issue of strategic alignment, it seems
     reasonable to expect that this framework may also apply to the adoption of gamification with
     other managerial goals. Empirical research is necessary to validate the research framework
     proposed in the paper.


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