工作场所的企业精神病态和网络视频游戏成瘾

Youngkeun Choi
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摘要

一般来说,如果员工过度使用电子游戏而不是努力工作,这就会成为工作场所的一个大问题。然而,在工作场所进行的电子游戏成瘾研究却很少。因此,本研究旨在研究与工作场所电子游戏成瘾相关的组织行为。为此,本研究采用问卷调查法,对305名韩国企业员工进行数据收集,并采用一系列多元回归分析。研究结果表明,首先,患有企业精神病态的员工越多,他们就越有可能沉迷于电子游戏。第二,员工对电子游戏的沉迷程度越高,其离职倾向和工作对家庭的冲突程度越高。第三,电子游戏成瘾在企业精神病态与员工离职倾向、工作与家庭冲突的关系中起中介作用。最后,当员工感受到组织提供了更多的支持时,他们就不太可能沉迷于电子游戏,这是由企业精神病引起的。就研究贡献而言,首先,本研究首次实证验证了工作场所电子游戏成瘾的前因和后果。其次,本研究首次从实证角度探讨了电子游戏成瘾的中介作用。第三,本研究首次证明了组织支持感知可以缓冲企业精神病态和电子游戏成瘾之间的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Corporate Psychopathy and Internet Video Game Addiction in the Workplace
In general, if employees use video games excessively rather than working hard, it becomes a matter of great concern in the workplace. However, video game addiction studies in the workplace are rare. The present study was, therefore, developed to examine the organizational behaviors related to video game addiction in the workplace. For this, the present study collected data from 305 employees in Korean companies through a survey method and use a series of multiple regression. In the results, first, the more employees suffer from corporate psychopathy, then they are more likely to be addictive in the video game. Second, the more addictive employee is in the video game, their turnover intention and work to family conflict increase. Third, video game addiction mediates the relationship between corporate psychopathy and employees' turnover intention and work to family conflict. Finally, when employees perceive more support provided by the organization, they are less likely to be addicted to the video game, which is aroused by corporate psychopathy. For research contributions, first, this study is the first to empirically verify the antecedents and consequences of video game addiction in the workplace. Second, this study is the first to investigate the mediation of video game addiction empirically. Third, this study is the first to show perceived organizational support to buffer the relationship between corporate psychopathy and video game addiction.
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