Publication: İşyerinde oyunlaştırma uygulamalarında çalışan kabulüne etki eden faktörler : çağrı hizmetleri çalışanları üzerine bir araştırma
Abstract
İşyerinde oyunlaştırma uygulamaları, oyunların belirli öğelerini mevcut iş süreçlerine dahil ederek yüksek motivasyon ve süreklilik gerektiren faaliyetlerin etkinlik ve verimlilik esasıyla biçimlendirilmesini ifade etmektedir. Bu çalışmada, son zamanlarda çalışma hayatında sıklıkla yer bulan işyerinde oyunlaştırma uygulamalarının, çalışanlar tarafından benimsenmesinde etkili olan faktörler incelenmiştir. Araştırma grubu olarak çağrı merkezi çalışanları belirlenmiş, işyerinde oyunlaştırma uygulamalarını kabul etmelerinde iş motivasyonu, oyuncu tipi ve algılanan örgütsel desteğin rolünü Birleştirilmiş Teknoloji Kabul ve Kullanım Modeline (BTKKM) göre incelemek amaçlanmıştır. Bu kapsamda işyerinde oyunlaştırma uygulamalarını kabul etmede kullanılabileceği öngörülen iki alternatif model, yapısal eşitlik modellemesi yöntemiyle test edilmiştir. Model I’de yer alan performans beklentisi, çaba beklentisi, sosyal etki ve kolaylaştırıcı şartların, işyerinde oyunlaştırma uygulamalarını kullanım niyetlerini yordadığı görülmüştür. Model II’de yer alan iş motivasyonu, oyuncu tipi ve algılanan örgütsel destek değişkenlerinin ise işyerinde oyunlaştırma uygulamalarını kullanım niyeti üzerinde istatistiksel olarak anlamlı bir etkiye sahip olmadığı belirlenmiştir. Araştırma sonucunda Model I’in, işyerinde oyunlaştırma uygulamalarında çalışanların kullanmaya olan niyetlerini tahmin etmek için kullanılabileceği, Model II’nin ise güvenilir ancak geçersiz bir model olduğu sonucuna ulaşılmıştır. Çalışma kapsamında elde edilen bulgular, daha önce gerçekleştirilen çalışmalar ışığında değerlendirilmiş, araştırmacı ve uygulayıcılar için öneri ve fikirlere yer verilmiştir.
Factors Affecting Employee Acceptance in Gamification Applications in the Workplace: A Study on Call Center EmployeesGamification in the workplace mean integrate certain elements of games into existing business processes activities that require high motivation and continuity on the basis of efficiency and productivity by incorporating. In this study, the factors were examined that are effective in the adoption of gamification practices in the workplace by the employees. Call center employees were determined as the research group and aimed to examine the role of work motivation, player type and perceived organizational support in accepting gamification applications in the workplace according to the Unified Theory of Acceptance and Use Technology (UTAUT). In this context two alternative models that are predicted to be used in accepting gamification practices in the workplace have been tested. The proposed models were tested with the structural equation modeling method. It was found that performance expectation, effort expectancy, social influence and facilitating conditions, which are Model 1 variables, predict behavioral intention. It was determined that the variables that added in Model 2, work motivation, player type and perceived organizational support, did not have a statistically significant effect on behavioral intention. As a result of the research, it was concluded that Model I can be used to predict employees' intention to use in workplace gamification applications, while Model II is a reliable but invalid model. The findings obtained within the scope of the study were evaluated in the consideration of previous studies, suggestions and ideas for researchers and practitioners were mentioned.
Factors Affecting Employee Acceptance in Gamification Applications in the Workplace: A Study on Call Center EmployeesGamification in the workplace mean integrate certain elements of games into existing business processes activities that require high motivation and continuity on the basis of efficiency and productivity by incorporating. In this study, the factors were examined that are effective in the adoption of gamification practices in the workplace by the employees. Call center employees were determined as the research group and aimed to examine the role of work motivation, player type and perceived organizational support in accepting gamification applications in the workplace according to the Unified Theory of Acceptance and Use Technology (UTAUT). In this context two alternative models that are predicted to be used in accepting gamification practices in the workplace have been tested. The proposed models were tested with the structural equation modeling method. It was found that performance expectation, effort expectancy, social influence and facilitating conditions, which are Model 1 variables, predict behavioral intention. It was determined that the variables that added in Model 2, work motivation, player type and perceived organizational support, did not have a statistically significant effect on behavioral intention. As a result of the research, it was concluded that Model I can be used to predict employees' intention to use in workplace gamification applications, while Model II is a reliable but invalid model. The findings obtained within the scope of the study were evaluated in the consideration of previous studies, suggestions and ideas for researchers and practitioners were mentioned.
Description
Keywords
algılanan örgütsel destek gamification, Call centers, Çağrı merkezleri, Çalışma, Çalışma ekonomisi, gamification applications in the workplace, iş motivasyonu, işyerinde oyunlaştırma uygulamaları, kullanıcı kabulü, Labor, Labor economics, oyuncu tipi, oyunlaştırma, perceived organizational support, player type, Psikoloji, Psychology, user acceptance, work motivation
