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.
CITATION STYLE
Rizwan, T., & Ullah, A. (2024). Exploring the Effects of Gamification in Assisting Students Maintain a Better Work-Life Balance. In Lecture Notes in Networks and Systems (Vol. 839, pp. 217–226). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-981-99-8324-7_20
Mendeley helps you to discover research relevant for your work.