dc.description.abstract | Work-from-home is increasingly becoming more prevalent over the last few decades. Given
the recent pandemic, work-from-home has become an essential practice for many
organisations across the world. Large-scale implementations of work-from-home are an
abrupt shift in organisations, which presents a new set of challenges. Managers and
employees are often not prepared for handling these large-scale adoptions of work-fromhome. The challenges of these implementations need to be explored in detail to develop
counterstrategies. The large-scale adoption of work-from-home practice has negatively
impacted employee engagement due to spatial distancing of employees from their
workgroups and an overall reduction in employee interactions.
This thesis analyses the consequences of the shift towards work-from-home on Information
Systems competencies from a resource-based view. It analyses how organisations have been
affected by the large-scale implementations of work-from-home. An overview of the effect
on the competencies has been presented. Additionally, the effects of the pandemic on
employees are investigated by collecting data from managers across industries. The results
indicate that the challenges presented by work-from-home affect employees' perceived
autonomy, which subsequently decreases employee engagement.
Next, IS-driven solutions to the issue of disengagement are explored. The responses of
organisations to address the affected engagement levels are investigated. These responses
include resource-intensive and technology-driven human resource development (HRD)
interventions which have been swiftly implemented. A conceptual model analysing the effect
of these interventions is presented.
Finally, the thesis investigates gamification as a motivational system to engage employees at
the workplace. The current theoretical scenario of gamification at the workplace is explored
by reviewing the recent literature and analysing the theories, constructs, and frameworks used
to study the phenomenon. A broad taxonomy of theories used in the literature of gamification
at the workplace is presented. Understanding the workplace context becomes essential in
designing the gamification model for successful implementations. Subsequently, the central
role of the need for domination in gamification design and the intention of employees to use
Information Systems based on gamification is explored in the workplace context. A user
engagement model of gamification is presented, which analyses the mediating effect of the
need for domination. | en_US |