Transferring Competences to the Workplace Through Gamified Training: A Case Study
Ángela Periáñez‐Picón, Mirta Díaz‐Fernández, Susana PasamarABSTRACT
This 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.