工作场所中的游戏化:审美体验的核心作用

Gamification in the Workplace: The Central Role of the Aesthetic Experience

Journal of Management Information Systems · 2017
被引 320 · 同刊同年前 4%
FT 50ABS 4

中文导读

研究游戏化信息系统如何通过审美体验和心流体验影响用户持续使用意愿,发现审美体验比心流体验更能解释持续使用意图,对设计游戏化系统有参考价值。

Abstract

Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a gamified IS in the workplace engages users and encourages them to continue system use. By proposing the concepts of flow experience (FE) and aesthetic experience (AE) as different ways to provide deep and meaningful user engagement, this study develops a model that explores the antecedents of FE and AE and their roles in explaining an individual’s continuance intention to use of a gamified IS. The model is tested using data collected from 178 users of a gamified IS in a global consulting company. The results demonstrate that although FE and AE are complementary forces, AE is more salient than FE for explaining continuance intention. The research proposes AE as a parsimonious yet powerful construct that extends the research on user engagement. The findings contribute to research on gamification by shifting scholarly attention from deep engagement characterized by FE to meaningful engagement characterized by AE.

游戏化用户参与信息系统审美体验工作场所