游戏化是解决工作场所网络休闲问题的灵丹妙药:自我决定和社会联系理论的应用

IF 5.9 3区 管理学 Q1 BUSINESS
K.S. Nivedhitha, Gayathri Giri, Palvi Pasricha
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引用次数: 0

摘要

目的游戏化一直被证明是促进员工参与的有效机制。然而,人们对游戏化如何减少工作场所中的网络游离现象以及游戏化影响网络游离现象的机制却知之甚少。本研究从自我决定理论和社会纽带理论中汲取灵感,解释游戏动态,即个性化挑战、社会互动性和进步状态,如何增强隐性知识共享行为,进而减少网络闲散。此外,本研究还探讨了失败恐惧对游戏动态与隐性知识共享之间正向关系的负向调节作用。研究结果研究结果表明,隐性知识共享在游戏化与网络游离之间的关系中起着核心作用。此外,游戏动态对隐性知识共享产生了积极影响,而隐性知识共享反过来又减少了网络游离现象。特别是,当对失败的恐惧程度较低时,社交互动和进步状态大大减少了网络逃避行为。 原创性/价值 本研究是建议将游戏化作为减少工作场所网络逃避行为的进步工具的初步研究之一。研究采用问题化方法,分析并批评了有关网络违规预防措施的内部假设。此外,研究还提出了一个概念模型,通过其他假设来解释游戏化与网络游戏之间的联系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification as a panacea to workplace cyberloafing: an application of self-determination and social bonding theories

Purpose

Gamification has been constantly demonstrated as an effective mechanism for employee engagement. However, little is known about how gamification reduces cyberloafing and the mechanism by which it affects cyberloafing in the workplace. This study draws inspiration from self-determination and social bonding theories to explain how game dynamics, namely, personalised challenges, social interactivity and progression status, enhance tacit knowledge sharing behaviour, which, in turn, reduces cyberloafing. In addition, the study also examines the negative moderating effect of fear of failure on the positive relationship between game dynamics and tacit knowledge sharing.

Design/methodology/approach

Using a sample of 250 employees from information technology organisations, the study employed a 3-wave study to examine the conditional indirect effects.

Findings

The results ascertain that tacit knowledge sharing plays a central role in the relationship between gamification and cyberloafing. Further, game dynamics positively influenced tacit knowledge sharing, which in turn reduced cyberloafing. Especially, social interactivity and progression status greatly reduced cyberloafing behaviour when the fear of failure was low.

Originality/value

This study is one of the initial studies that suggest gamification as a progressive tool to reduce workplace cyberloafing behaviours. It utilises a problematisation approach to analyse and criticise the in-house assumptions regarding cyberloafing prevention measures. Further, the study proposes a conceptual model explaining the link between gamification and cyberloafing through alternate assumptions.

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来源期刊
Internet Research
Internet Research 工程技术-电信学
CiteScore
11.20
自引率
10.20%
发文量
85
审稿时长
>12 weeks
期刊介绍: This wide-ranging interdisciplinary journal looks at the social, ethical, economic and political implications of the internet. Recent issues have focused on online and mobile gaming, the sharing economy, and the dark side of social media.
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