Determinants of Gamification Acceptance in Training and Development: The Moderating Role of Self-Efficacy

Authors

Siti Nur Nadhirah Abdul Latip

Fakulti Pengurusan Perniagaan, Melaka International College of Science and Technology, Melaka (Malaysia)

Nur Amirah Syahirah Mawardi

Fakulti Pengurusan Teknologi Dan Teknousahawanan, Universiti Teknikal Malaysia, Melaka (Malaysia)

Faizatul Akmal Rahim

Kolej PERMATA@Pintar Negara, Universiti Kebangsaan Malaysia, 43600 UKM Bangi, Selangor (Malaysia)

Fazdlina Jamaludin

Fakulti Pengurusan Perniagaan, Melaka International College of Science and Technology, Melaka (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2026.100600718

Subject Category: TRAINING AND DEVELOPMENT

Volume/Issue: 10/6 | Page No: 10235-10247

Publication Timeline

Submitted: 2026-05-27

Accepted: 2026-06-01

Published: 2026-07-04

Abstract

Gamification based strategies in training and development programmes are increasingly recognised as effective for enhancing learner engagement and improving learning outcomes. However, limited empirical evidence exists on the factors influencing gamification acceptance in professional training contexts. This study examines the effects of performance expectancy, social influence, and perceived enjoyment on gamification acceptance, and investigates self-efficacy as a moderating variable. A quantitative research design was employed, with data collected via questionnaire surveys. A total of 373 valid responses were analysed to test the proposed hypotheses.
The results show that performance expectancy, perceived enjoyment, and self-efficacy significantly influence gamification acceptance, whereas social influence is not significant. Furthermore, self-efficacy significantly moderates the relationship between perceived enjoyment and gamification acceptance only. The findings highlight the importance of performance expectancy, perceived enjoyment, and self-efficacy in driving gamification acceptance, while social influence appears less relevant in this context. The study contributes to gamification adoption literature by integrating self-efficacy as a moderating factor and provides practical implications for designing more effective and engaging training systems.

Keywords

Gamification, Performance expectancy, social influence, perceived enjoyment, Self-Efficacy

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