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Cross-Level Moderation of Team Cohesion in Individuals' Utilitarian and Hedonic Information Processing: Evidence in the Context of Team-Based Gamified Training

机译:个人功利和诸暨信息处理团队凝聚力的交叉级别审核:基于团队的游戏培训背景下的证据

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Firms currently use teams extensively to accomplish organizational objectives. Furthermore, gamification has recently attracted much attention as a means of persuading employees and customers to engage in desired behaviors. Despite the importance of teams and the growing interest in gamification as a persuasion tool, past researchers have paid little attention to team-based gamification from a multilevel perspective. Based on motivational consistency theories, we hypothesize that at the team level, team performance has a positive effect on team cohesion. Drawing on the elaboration likelihood model (ELM), we further hypothesize two cross-level effects in the context of team-based gamified training: first, that team cohesion positively moderates the relationship between utilitarian perceptions (i.e., perceived quality of learning) and attitude; and second, that team cohesion negatively moderates the relationship between hedonic perceptions (i.e., perceived enjoyment of learning) and attitude. We tested our research model using an enterprise resource planning (ERP) simulation game involving 232 participants in 78 teams. The results of ordinary least squares and hierarchical linear modeling analysis support our hypotheses. This study makes three substantive contributions to the team literature and to the ELM in the context of teambased gamified training. First, it theorizes and empirically tests the effect of team performance on team cohesion at the team level. Second, it extends the ELM by examining the cross-level moderation of team cohesion on human information processing. Third, it demonstrates that the utilitarian and hedonic aspects of information technology do not influence user attitudes equally.
机译:公司目前正在广泛使用团队来完成组织目标。此外,博彩最近引起了很多关注,作为说服员工和客户从事所需行为的手段。尽管团队的重要性和对博彩的兴趣越来越重要,但过去的研究人员对来自多方面的角度来说,过去的研究人员几乎没有关注基于团队的游戏。基于励志一致性理论,我们假设在团队层面,团队表现对团队凝聚力产生了积极影响。绘制精美似然模型(ELM),我们进一步假设基于团队的游戏培训的背景下的两个交叉效应:首先,球队凝聚力积极地调节功利主义感知之间的关系(即,感知的学习质量)和态度;其次,团队的凝聚力对诸着感知(即,感知学习享受)和态度产生了对关系的影响。我们使用涉及78支队伍的232名参与者的企业资源规划(ERP)仿真游戏测试了我们的研究模式。普通最小二乘和分层线性建模分析的结果支持我们的假设。本研究为团队文学和榆树中的三项实质性贡献,在团队基础的游戏培训的背景下。首先,它理论并经验测试团队表现对团队衔接的效果。其次,它通过检查人类信息处理的团队凝聚力的交叉级别适度来扩展榆树。第三,它表明信息技术的功利和诸如储存方面不会影响用户态度。

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