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Gamification in Dutch Businesses: An Explorative Case Study

机译:荷兰人商家的娱乐会:探索案例研究

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摘要

An in-depth case study approach was followed and data were collected by means of nine semi-structured interviews with experts from six case organizations. Our findings indicate that gamification of work can be a promising path for working organizations and can be beneficial to both employers and employees. The success of gamification at the workplace is dependent on whether its implementation is able to fulfill employees’ psychological needs for competence, autonomy, and relatedness. To make the most out of gamification at the workplace, employers, supervisors, and employees themselves should pay ample attention to its conditions (i.e., personal preferences of the employees, their demographic characteristics, their need for psychological safety, and the purposefulness of the game). In addition, seven psychological mechanisms underlying successful performance were found in our empirical work (i.e., competition, intrinsic incentives, extrinsic incentives, choice, social interaction, feedback, and ownership). The properties of gamification schemes that also have to be dealt with by the parties involved comprise their duration and intensity, the inclusion of a facilitator, the type of equipment, and scale referring to the size of the gamification scheme. Finally, our study has provided more insight into the possible effects of gamification schemes (i.e., increased insight in the workflow and, through this, a better understanding of both the employees’ own contributions and of their employers’ contributions to the work processes, the transfer of game elements into work processes, team building enhancement, learning effects, and negative emotions).
机译:遵循深入的案例研究方法,并通过六个案例组织的专家采用九个半结构化访谈来收集数据。我们的调查结果表明,工作的游戏可以成为工作组织的有希望的道路,可以对雇主和雇员有益。在工作场所的游戏成功取决于其实施是否能够履行员工的能力,自主权和相关性的心理需求。为了在工作场所,雇主,监事和员工的最大游戏处理,他们本身应该充分关注其条件(即雇员的个人偏好,其人口特征,他们对心理安全的需要以及游戏的目的性)。此外,我们的实证工作中发现了七种心理机制,在我们的经验工作中(即,竞争,内在激励,外在激励,选择,社会互动,反馈和所有权)。还必须由所涉及的各方处理的游戏化计划的性质包括它们的持续时间和强度,包括辅导员,设备类型和规模的持续时间和强度。最后,我们的研究提供了更有洞察力对游戏化计划的可能影响(即,在工作流程上增加的洞察力,通过这方面,更好地了解员工自身的贡献和雇主对工作流程的贡献,将游戏元素转移到工作流程,团队建设增强,学习效果和负面情绪中)。

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