Analysis of the Effect of Gamification on the Psychological and Behavioral Conse-quences Case study: LMS system of PNU, Kermanshah Province

Document Type : Original Article

Authors

1 Assistant Professor of Public Management, Payame Noor University, Tehran, Iran

2 Master of Public Administration, Payame Noor University, Tehran, Iran

10.30473/jpsy.2023.65300.1017

Abstract

This study aimed to analyze the effect of Gamification on Psychological and Behavioral Consequences. The current research is applied in terms of purpose and descriptive survey in terms of nature and method. The statistical population included (136) professors of Payame Noor University in Kermanshah province, who were selected by Morgan's table and 100 people were selected through simple random sampling. The data collection tool was a Gamification and Psychological and Behavioral Consequences questionnaires. The validity and reliability of the questionnaires indicated that the measurement tools have good validity and reliability. The results of the hypotheses showed that gamification has a strong, direct and significant effect on psychological (t: 9.37 β: 0.65)and behavioral (t: 2.24 β: 0.16) consequences, a weak, direct and indirect and significant effect, psychological consequences have a strong, direct and significant effect on behavior(t: 10.13 β: 0.72), on the other hand Psychological consequences play a mediating role in the influence of gamification on behavioral outcome(sobl: 6.87). To improve its LMS system, Payame Noor University should take steps to improve gamification because it can lead to the improvement of psychological and behavioral consequences and the reduction of these consequences.

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