Gamification in Corporate Training to Enhance Engagement: An Approach


  • Saverio Iacono University of Genova - DIBRIS
  • Mario Vallarino University of Genova - DIBRIS
  • Gianni Viardo Vercelli University of Genova - DIBRIS



corporate training, gamification, engagement, e-learning, storytelling


Engagement in the companies' training programs is a crucial issue for their success. Every company faces the matter in different manners: some enterprises promote mandatory courses or programs; however, they may result not enough effective, due to a low level of motivation that can compromise learning and retention. Other enterprises prefer to adopt voluntary courses or programs, but in this case enrollment and completion depend on many factors: the time that workers can spend on training without compromising their main tasks; the directives of managers; the individual motivation. Another way to face corporate training may exploit gamification to enhance engagement. The authors present the design and implementation of a gamified course of office automation, developed for the employees of a large media company. Our approach attempts to go beyond the well-known triad point-badges-leaderboards, employing also a narrative, the Bartle's taxonomy of player types and the Self-determination theory by Deci and Ryan.

Author Biographies

Saverio Iacono, University of Genova - DIBRIS

S. Iacono is a PhD Student in Digital Humanities at the University of Genova, Italy. His research interests include extended reality, game-based learning and gamification.

Mario Vallarino, University of Genova - DIBRIS

M. Vallarino is research fellow at the University of Genova, Italy. His research interests include e-learning, MOOCs, gamification and virtual reality.

Gianni Viardo Vercelli, University of Genova - DIBRIS

G. Vercelli is Associate Professor of UNIGE, school of Engineering. He received a master’s degree in Electronic Engineering and a PhD in Informatics Engineering. He worked at the University of Trieste, Italy and founded TAU software house. His research interests include robotics, eLearning, medical simulation, drones and augmented reality.




How to Cite

Iacono, S., Vallarino, M., & Vercelli, G. V. (2020). Gamification in Corporate Training to Enhance Engagement: An Approach. International Journal of Emerging Technologies in Learning (iJET), 15(17), pp. 69–84.