Publication:
Transferring Competences to the Workplace Through Gamified Training: A Case Study.

dc.contributor.authorPeriañez-Picon, A.
dc.contributor.authorDíaz-Fernández, Mirta
dc.contributor.authorPasamar, Susana
dc.date.accessioned2026-06-22T09:40:25Z
dc.date.available2026-06-22T09:40:25Z
dc.date.issued2026
dc.descriptionProyectos de investigación Regional Ministry of Universities, Research, and Innovation of the Regional Government of Andalusia, as part of the flagship research projects PROYEXCEL_00114 and PROYEXCEL_00161 Government of Spain, Ministry of Science, Innovation and Universities, State Research Agency, through Project PID2024-159904OB-I00, I+D+I Projects (Knowledge Generation and Research Challenges). Funding for open access publishing: Universidad Pablo de Olavide/CBUA
dc.description.abstractThis study examines the transfer of gamified training activities aimed at developing key workplace competences, focusing on creativity, innovation and decision‐making within a specific organisational context. We conducted an exploratory case study in a Spanish public‐sector organisation. Data were collected through pre‐ and post‐training interviews with 24 employees who participated in a gamification activity. A semi‐structured interview was also conducted with the Internal Training Manager. Participants perceived that gamification activity contributed to the improvement of their competences, particularly creativity, innovation and decision‐making. They reported higher motivation and engagement, as well as a greater readiness to apply gamification methods in their daily tasks. Although they faced challenges, including limited time and resources, participants expressed a strong willingness to continue using gamified practices. This study extends the application of gamification beyond educational contexts and explores its use in a professional environment, addressing a gap in the literature. It presents empirical findings on how gamified training is associated with the development and transfer of soft competences within a public sector organisation. By drawing on Baldwin and Ford's (1988) transfer model in a workplace setting, the study contributes to understanding the conditions under which gamification may support competence development beyond the classroom. The study is limited by its single‐case design and reliance on self‐reported data. Future research should examine similar training initiatives in different organisational contexts. Organisations seeking to enhance employee competences can adopt gamification as a strategic learning tool. Effective implementation requires sufficient time, resources and managerial support. By fostering competences such as creativity, innovation and decision‐making, gamification can contribute to a more adaptive and innovative workforce in an evolving labour market.
dc.description.sponsorshipDepartamento de Organización de Empresas y Marketing. Universidad Pablo de Olavide
dc.format.mimetypeapplication/pdf
dc.identifier.citationPeriáñez-Picón, Á., M. Díaz-Fernández, and S. Pasamar. 2026. “Transferring Competences to the Workplace Through Gamified Training: A Case Study.” International Journal of Training and Development0: e70034. https://doi.org/10.1111/ijtd.70034.
dc.identifier.doi10.1111/ijtd.70034.
dc.identifier.urihttps://hdl.handle.net/10433/27033
dc.language.isoen
dc.publisherWiley
dc.relation.projectIDinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2024-2027/PID2024-159904OB-I00/ES/EL FUTURO DEL TRABAJO Y LA BUSQUEDA DE LEGITIMIDAD: UN ENFOQUE HACIA LA SOSTENIBILIDAD SOCIAL ATENDIENDO A LOS TRABAJADORES VULNERABLES/
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectCompetence development
dc.subjectCreativity
dc.subjectDecision‐making
dc.subjectGamification
dc.subjectHuman resource development
dc.subjectInnovation
dc.subjectTransfer of training
dc.titleTransferring Competences to the Workplace Through Gamified Training: A Case Study.
dc.typejournal article
dc.type.hasVersionVoR
dspace.entity.typePublication
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relation.isAuthorOfPublicatione12c7014-625d-4295-91b7-b306369f9003
relation.isAuthorOfPublication.latestForDiscoveryb0111223-eb1d-49c7-9c43-a3b8b0a64d85

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