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游戏化能够激发员工的主动行为吗? 被引量:15

Can Gamification Motivate Employees’ Proactive Behavior?
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摘要 电子游戏具有较强的激励作用和享乐体验效果,在吸引个体参与方面具有明显的优势,受其启发,游戏化应用近年来在实践中得到了较大的发展。本文关注的企业内部游戏化应用是其中一个较新的领域,主要涉及游戏元素在工作任务设计、绩效考核、职业生涯管理等员工激励管理中的应用。文章以情境观思想为理论基础,认为在企业激励体系中植入积分、排行榜、虚拟角色、内容解锁、组队竞赛等游戏元素有助于员工在工作过程中发现工作意义和乐趣、增强与他人的互联感,并因此获得一种超越性的积极心理体验,即获得"精神性"的提升,进而通过工作场所精神性的中介作用增加工作中的主动行为。文章通过实证检验发现,成就类、沉浸类和社交类这三类典型的游戏元素在促进员工的主动行为方面并非都有效,而且对于在游戏行为模式中具有不同程度的"竞争导向"和"他人导向"的个体来说,不同类型游戏元素的激励效果也存在差异。游戏化激励工具可以通过重塑员工的职场体验来改造员工的行为模式,特别是随着新生的"玩家一代"逐渐成为职场主力,企业内部游戏化应用有着很好的发展前景。本文的研究为企业更合理地进行游戏化应用提供了启示。 Video games have a strong incentive effect and a hedonic experience effect,and have obvious advantages in attracting individual engagement.Inspired by it,the application of gamification within the enterprise has been greatly developed in practice in recent years.Enterprise internal gamification is the application of game elements to task design,performance appraisal,career management and other employee incentive management.It has important reference value for reshaping employees’workplace experience and then transforming their behavior mode.However,at present,the application of gamification in enterprises is still a relatively new research field.Some concepts in gamification research field need to be concretized and contextualized into research concepts in the organization field.The incentive effect of gamification in enterprises has not been unanimously recognized;especially the basic theoretical research on gamification is still insufficient.In view of this,based on the situational perspective,this paper believes that the game elements,such as points,leaderboards,virtual roles,content unlocking,team competition and so on,can help employees find the meaning and fun of work,enhance the sense of interconnection with others in the process of work,and thus obtain a transcendental positive psychological experience,that is,to obtain the promotion of workplace spirituality,and then increase the proactive behavior in the work.Based on this,this paper constructs theoretical hypotheses.The research is conducted in the form of questionnaire survey to collect data.Mature scales are used to establish items.The survey selects employees from service industry,high-tech industry and Internet industry as the objects.Finally,435 valid samples are collected.Through reliability and validity analysis,correlation analysis,homologous method deviation test and multiple regression analysis,the theoretical hypotheses are empirically tested.The results show that:(1)Immersion and social elements will promote employees’proactive behavior,while achievement elements will inhibit it.(2)Immersion elements drive employees’proactive behavior mainly by enhancing their inner experience;social elements promote employees’proactive behavior mainly by enhancing their sense of work meaning;on the contrary,achievement elements inhibit employees’proactive behavior mainly by reducing employees’sense of work meaning.(3)Employees with different game behavior patterns have different responses to the three kinds of game elements,which will affect the incentive effect of game elements.The negative interaction effect will be produced between low competition orientation and achievement elements,and low others orientation and social elements,while the positive interaction effect will be produced between high others orientation and social elements.The main contributions of this paper are as follows:It explains the incentive mechanism of gamification driving employees’proactive behavior from the situational perspective,which not only expands the theoretical perspective and explanation path of gamification driven individual engagement,but also builds a direct dialogue platform for gamification theory and enterprise incentive theory,and provides an index for the situational turn of enterprise incentive theory.In particular,with the“player generation”becoming the main force in the workplace,gamification has a good development prospect in reshaping and strengthening employees’meaningful experience in the workplace by creating new situations with strong sense of relevance or non-utilitarian meaning system.The research of this paper provides inspiration for enterprises to design and apply gamification more reasonably.
作者 陈园园 高良谋 Chen Yuanyuan;Gao Liangmou(School of Business Administration,Dongbei University of Finance&Economics,Dalian 116021,China)
出处 《外国经济与管理》 CSSCI 北大核心 2021年第9期133-152,共20页 Foreign Economics & Management
关键词 游戏化 情境视角 主动行为 工作场所精神性 游戏行为模式 gamification situational perspective proactive behavior workplace spirituality game behavior pattern
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