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Gamification as a means for employee motivation, personal engagement and behavioral outcomes: a gamification system developers’ perspective

机译:游戏化作为员工激励,个人敬业度和行为成果的一种手段:游戏化系统开发人员的观点

摘要

A major challenge faced by companies today is the engagement gap at the workplace and how to motivate employees to engage in less intrinsically motivating work activities that are valuable for the organization. The objective of this study is to investigate gamification as a means for employee motivation and personal engagement that result in behavioral outcomes from the gamification developers’ perspective. Theories of work motivation and engagement are viewed in relation to gamification. The empirical part conducts a qualitative multiple-case study. The data is analyzed with the CAQDAS NVivo. The empirical findings suggest that gamification can enhance employee motivation, but careful consideration of extrinsic motivators is necessary to avoid their detrimental effect on intrinsic motivation. Employee self-determination is built through internalization of gamified system’s goals reaching autonomous motivation to engage in the target behavior. Employee engagement is built by fulfilling the psychological conditions of meaningfulness, safety and availability. The results suggest that gamification can build employee motivation and engagement leading to behavior change if designed with the business objectives in mind. Moreover, the gamified system needs to be renewed to address the changes in the business environment and reflect them in the employee behavior.
机译:当今公司面临的主要挑战是工作场所的敬业度差距,以及如何激励员工从事对组织有价值的较少内在激励的工作活动。这项研究的目的是研究游戏化,从游戏化开发者的角度来看,这是一种激励员工积极性和个人参与度的手段,这些行为会导致行为结果。工作动机和敬业度的理论与游戏化有关。实证部分进行了定性的多案例研究。使用CAQDAS NVivo分析数据。实验结果表明,游戏化可以增强员工的积极性,但是必须谨慎考虑外部动机,以避免其对内在动机的有害影响。员工自我决定是通过游戏化系统目标的内部化,达到参与目标行为的自主动机而建立的。员工敬业度是通过满足有意义,安全和可用性的心理条件而建立的。结果表明,如果考虑到业务目标,游戏化可以建立员工的动机和敬业度,从而导致行为改变。此外,游戏化系统需要更新以应对业务环境中的变化并将其反映在员工的行为中。

著录项

  • 作者

    Surugiu Tatiana;

  • 作者单位
  • 年度 2014
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  • 原文格式 PDF
  • 正文语种 en_US
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