游戏化作为工作场所网络闲逛的万能药:基于自我决定和社会联结理论的应用

Gamification as a panacea to workplace cyberloafing: an application of self-determination and social bonding theories

Internet Research · 2024
被引 13
ABS 3

中文导读

研究了游戏化如何通过增强隐性知识共享来减少员工网络闲逛行为,并发现社交互动和进度状态在失败恐惧低时效果更显著。

Abstract

Purpose Gamification has been constantly demonstrated as an effective mechanism for employee engagement. However, little is known about how gamification reduces cyberloafing and the mechanism by which it affects cyberloafing in the workplace. This study draws inspiration from self-determination and social bonding theories to explain how game dynamics, namely, personalised challenges, social interactivity and progression status, enhance tacit knowledge sharing behaviour, which, in turn, reduces cyberloafing. In addition, the study also examines the negative moderating effect of fear of failure on the positive relationship between game dynamics and tacit knowledge sharing. Design/methodology/approach Using a sample of 250 employees from information technology organisations, the study employed a 3-wave study to examine the conditional indirect effects. Findings The results ascertain that tacit knowledge sharing plays a central role in the relationship between gamification and cyberloafing. Further, game dynamics positively influenced tacit knowledge sharing, which in turn reduced cyberloafing. Especially, social interactivity and progression status greatly reduced cyberloafing behaviour when the fear of failure was low. Originality/value This study is one of the initial studies that suggest gamification as a progressive tool to reduce workplace cyberloafing behaviours. It utilises a problematisation approach to analyse and criticise the in-house assumptions regarding cyberloafing prevention measures. Further, the study proposes a conceptual model explaining the link between gamification and cyberloafing through alternate assumptions.

游戏化网络闲逛自我决定理论社会联结理论隐性知识共享