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1 – 10 of 647Juliet Eyore Ikhide, Ahmet Tarik Timur and Oluwatobi A. Ogunmokun
Rather than overstating the favorable effects of gamification on work outcomes, the purpose of this paper is to present a more balanced perspective into the effects a gamified…
Abstract
Purpose
Rather than overstating the favorable effects of gamification on work outcomes, the purpose of this paper is to present a more balanced perspective into the effects a gamified human resource management (HRM) system may have on creativity at work. This conceptual paper explores and delineates how employees' interaction with gamification features within a gamified HRM system enables and particularly undermines employees' motivation for workplace creative performance.
Design/methodology/approach
The cross-disciplinary nature of this paper necessitates the reliance on theoretical principles, the explanatory and predictive capacities of theories central to human-computer interaction, employee motivation and creativity fields. Thus, the tenets of affordance, self-determination and dynamic componential theory were utilized to analyze the affordance of a gamified HRM system for employees' creative outcomes.
Findings
It is discovered that augmenting the HRM system with gamification affordance is crucial amid global market change and increasing digitization. However, incorporating game design elements into work systems does not necessarily guarantee an increase in creative outcomes. On the contrary, the system may equally undermine employees' motivation, which in turn hampers their creative outcomes.
Originality/value
Many gamification papers have more often than not touted the positive effects of such a system on the targeted outcome. Based on the affordance theory which shows that a user's interaction with gamification properties could produce different outcomes (not only favorable ones) and considering the intricacies of employees' motivation and behavioral outcomes at work, this paper takes a more balanced perspective to examine how gamification could generate intended as well as unintended consequences for employees' creativity, which is crucial to overall job performance.
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Hassan Raza, Brad van Eeden-Moorefield, Soyoung Lee and Lisa Lieberman
The current study aims to use bioecological theory to examine the effects of different contextual factors such as husbands’ desire for children, visit by a family planning worker…
Abstract
The current study aims to use bioecological theory to examine the effects of different contextual factors such as husbands’ desire for children, visit by a family planning worker, media messages, and province level on women’s use of contraception in Pakistan. Two cross-sectional data sets were taken from the Pakistan Demographic and Health Surveys (PDHS), conducted in 2006–07 and 2012–13, which included 3,811 and 4,871 currently married, lower socioeconomic status (SES) women aged 15–49 years, respectively. Using logistic regression, the results showed that women’s perception of a husband’s desire for children and visit by family planning workers were significant predictors of women’s use of contraception in both periods (i.e. PDHS 2006–07 and PDHS, 2012–13). Specifically, those women who had a desire for children similar to their husband were more likely to use contraception than those who either were not sure about their husband’s desire for children or whose desire for children was less or more than their husband. Moreover, those women who had at least one visit from a family planning worker during the 12 months prior to the survey were more likely to use contraception than their counterparts.
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Jeanine Kirchner-Krath, Samanthi Dijkstra-Silva, Benedikt Morschheuser and Harald F.O. von Korflesch
Given the urgency of corporate engagement in sustainable development, companies seek ways to involve their employees in sustainability efforts. In this regard, gamified systems…
Abstract
Purpose
Given the urgency of corporate engagement in sustainable development, companies seek ways to involve their employees in sustainability efforts. In this regard, gamified systems have gained attention as a novel tool to promote sustainable employee behavior. However, as the research field matures, researchers and practitioners are confronted with a scattered academic landscape that makes it difficult to grasp how gamification can be designed to engage employees in sustainable behavior and to understand how gamification effects unfold at psychological, behavioral and corporate levels of sustainability.
Design/methodology/approach
This paper uses a systematic literature review to consolidate the existing knowledge on gamification designs and their effects on sustainable employee behavior.
Findings
Studies have explored a variety of utilitarian and achievement-, immersion- and social-related gameful affordances to promote positive behavior- and system-related psychological effects as a basis for employee engagement in sustainable behavior. However, the evidence regarding their impact on rational decision-making processes and overcoming the intention-action gap inherent in sustainability is still limited. Nevertheless, several studies in focused areas indicate the potential to elicit behavioral changes that drive sustainability outcomes at the corporate level as well.
Originality/value
Our study provides three main contributions. First, we develop a conceptual framework that illustrates how gamification can drive sustainable behavior in the workplace. Second, we derive seven agenda points to guide future research on gamification for corporate sustainability. Third, we deduce three practical approaches to use gamification as a strategic intervention to promote sustainable behavior in organizations.
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Rouhollah Khodabandelou, Parastoo Roghanian, Hamed Gheysari and Azadeh Amoozegar
Gamification appears to be one of the most important levers for improving performance and engagement in training programs. Moreover, gamification has been considered as critical…
Abstract
Purpose
Gamification appears to be one of the most important levers for improving performance and engagement in training programs. Moreover, gamification has been considered as critical to researchers in organizational learning. The main purpose of this study is to provide a general overview of gamification studies in the organizational context.
Design/methodology/approach
This systematic literature review has been synthesized by reviewing the majority of literature reviews as well as carefully selected primary research studies published between 2010 and 2020.
Findings
The result of the study revealed that gamification has become a popular technique to improve employee and organizational capabilities. The features of the gamification have been reviewed from three mechanics, dynamics and aesthetics perspectives. Additionally, three primary, middle and optimal affordances and core functions of gamification in organizational learning have been identified and examined.
Originality/value
This paper fills a gap in the literature regarding the gamification field for systematic review results in an organizational learning context.
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L.A.M. Deshapriya, B.A.K.S. Perera, I.W.M.A.D. Ilangakoon and Dilan Weerasooriya
Digitalization has significantly impacted the job roles of construction professionals globally. This study aims to investigate how to manage the adverse effects of digitalization…
Abstract
Purpose
Digitalization has significantly impacted the job roles of construction professionals globally. This study aims to investigate how to manage the adverse effects of digitalization on roles of quantity surveyor (QS) by assessing the level of digitalization of quantity surveying key roles identifying the adverse effects of digitalization on key roles and proposing mitigation strategies to manage adverse effects. It addresses a critical gap by providing a nuanced understanding of adverse effects faced by QSs due to digital advancement.
Design/methodology/approach
Adopting an interpretive stance, the research involved three rounds of 16 semistructured interviews with experts selected through heterogeneous purposive sampling. The data were analyzed using code-based content analysis with NVivo12.
Findings
The study identified ten quantity surveying key roles adopting digital technologies. While digitalization has enhanced efficiency and accuracy, it has also introduced adverse effects such as increased workload, potential burnout due to skills shortages, resistance to digital tools and data security concerns. Effective mitigation strategies include task prioritization, balancing traditional and digital skills and investing in continuous training. The study underscores the need for ongoing professional development for QSs and organizational restructuring to support digital integration, enhance workflow efficiency and reduce resistance to technological changes.
Research limitations/implications
This study’s novel contribution lies in its exploration of the adverse effects of digitalization on the QSs, usage and the level of adaptation of digital tools by QSs and strategies to manage them. Therefore, the findings of this study serve as precious steerage for QSs to have an in-depth understanding of digitalization’s usage and level of adaptation, its adverse effects and mitigation of the adverse effects.
Originality/value
This study’s novel contribution lies in its exploration of the adverse effects of digitalization on the QSs, usage and the level of adaptation of digital tools by QSs and strategies to manage them. Therefore, the findings of this study serve as precious steerage for QSs to have an in-depth understanding of digitalization’s usage and level of adaptation, its adverse effects and mitigation of the adverse effects.
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K.S. Nivedhitha, Gayathri Giri and Palvi Pasricha
Gamification has been constantly demonstrated as an effective mechanism for employee engagement. However, little is known about how gamification reduces cyberloafing and the…
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.
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Milad Armani Dehghani, Dionysios Karavidas, Alexandra Rese and Fulya Acikgoz
With the rise of cryptocurrency and its influence on the financial industry, this paper aims to explore cryptocurrency affordances that lead to approach–avoidance behavioral…
Abstract
Purpose
With the rise of cryptocurrency and its influence on the financial industry, this paper aims to explore cryptocurrency affordances that lead to approach–avoidance behavioral intentions for non-users (potential) and the intention to continue use for users (actual), drawing upon affordance theory and chasm theory.
Design/methodology/approach
The authors collected data from 480 potential and actual users in Germany and used maximum likelihood structural equation modeling (ML-SEM) to analyze it. In particular, the data consisted of 301 cryptocurrency users in Germany\ the authors used ML-SEM to test the post-adoption model. Additionally, logistic regression was utilized to determine the dominant actual usage method (store of value or medium of exchange) for various cryptocurrency coins.
Findings
According to the study's results, the perceived value benefits have a positive impact on the behavioral intention of potential users to adopt cryptocurrency, and they influence the intention of actual users to continue using it. However, both perceived volatility and financial risk tolerance are the most crucial factors hindering cryptocurrency adoption, whether in the pre-adoption or the post-adoption stage.
Originality/value
This is the first study to reveal cryptocurrency affordances and examine their effect on behavioral intentions toward cryptocurrency adoption based on the differences between non-users (potential) and users (actual). Furthermore, the authors explore how cryptocurrency holders perceive and invest in different coins (e.g. NFTs), which sheds light on factors such as financial risk tolerance that affect their decision making.
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Kaveh Abhari, Michael Pesavento and David Williams
The need for accelerating innovation is exacerbated as organizations struggle to either adapt or perish in this unforgiving condition due to the COVID-19 disruption. To address…
Abstract
Purpose
The need for accelerating innovation is exacerbated as organizations struggle to either adapt or perish in this unforgiving condition due to the COVID-19 disruption. To address this issue, many organizations have embraced employee-driven participatory innovation to survive and thrive albeit the uncertainties. This study aims to investigate the role of enterprise social media (ESM) in supporting and facilitating these efforts.
Design/methodology/approach
This study first identified the underlying mechanisms that allow ESM use to foster and maintain participatory innovation and then reexamined how these mechanisms played out during the COVID-19 lockdown restrictions. The data was collected through a questionnaire in two phases, before and during work-from-home mandates, and the results were analyzed and compared to capture similarities and differences.
Findings
The results revealed that innovation culture and management support mediated the effects of ESM use on three measures of innovation productivity in both conditions. Interestingly, the effect of ESM use was more prominent in driving innovation in the work-from-home condition. This effect was not limited to the direct effect of ESM use on innovation productivity but on innovation culture and management support as well.
Originality/value
The results suggest that ESM offer a potentially useful path to support and enable employees to participate in the innovation processes, especially when they work remotely or in a distributed team. More generally, this paper should be of interest to researchers and practitioners interested in understanding, implementing and evaluating enterprise social software applications and encouraging employee-driven participatory innovation.
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Pengzhen Yin, Wei Wang, Chuang Wang and Liang Liang
With the prevalence of enterprise social media (ESM), this study examines how the innovative and routine ESM use behaviors in the post-acceptance stage influence the quality and…
Abstract
Purpose
With the prevalence of enterprise social media (ESM), this study examines how the innovative and routine ESM use behaviors in the post-acceptance stage influence the quality and quantity dimensions of information processing (i.e. information equality and information overload), subsequently affecting employee autonomy grounded in the digital information management theoretical (DIMT) framework. This study further explores the moderating effects of communication visibility on the relationships between employee autonomy and each of the two information processing factors.
Design/methodology/approach
The proposed theoretical model was empirically validated using survey data of 266 knowledge workers that use ESM in a hybrid working context.
Findings
The results demonstrate that innovative and routine ESM use have different impacts on the quality and quantity dimensions of information processing, and information equality (quality dimension) improves employee autonomy as expected, but, surprisingly, information overloads (quantity dimension) as well. ESM communication visibility positively moderates the relationship between employee autonomy and each dimension of information processing.
Originality/value
Prior studies on ESM use widely focused on ESM's positive and negative outcomes and the mechanisms from the perspectives of employees' psychological and cognitive reactions. How ESM use behaviors in the post-acceptance stage empower employee autonomy and allow organizations to leverage the organizations' information technology (IT) investments remains unclear. Drawing on the information processing perspective, this study provides a novel angle to examine how to leverage IT values that stem from ESM use by considering the complementary roles of active and passive information processing.
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Mengyi Zhu, Yuan Sun, Anand Jeyaraj and Jie Hao
This study aims to explore whether and how task characteristics affect employee agility in the context of enterprise social media (ESM).
Abstract
Purpose
This study aims to explore whether and how task characteristics affect employee agility in the context of enterprise social media (ESM).
Design/methodology/approach
Adopting the social network ties perspective, this study examines how task characteristics (i.e. task complexity, task interdependence and task non-routineness) affect employee agility by promoting their social network ties (i.e. instrumental ties and expressive ties) and how ESM visibility moderates their relationships. Data gathered from 341 ESM users in workplaces were analyzed using Smart-PLS 3.2.
Findings
First, task complexity, task interdependence and task non-routineness have positive effects on instrumental and expressive ties, which in turn influences agility; Second, instrumental ties have a stronger effect on employee agility relative to expressive ties; Finally, ESM visibility positively moderates the effects of task complexity and task non-routineness on social network ties.
Practical implications
The findings provide guidance for organizational managers on how to use task characteristics and ESM to improve employee agility, as well as insights for social media designers to optimize ESM functions to improve agility.
Originality/value
This study provides empirical evidence to explain the roles of task characteristics and social network ties in influencing employee agility, thus clarifying the inconsistent findings in extant research. The moderating effects of ESM visibility on the relationships between task characteristics and social network ties are also examined, thus providing further insights on the positive role of ESM in organizations.
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