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

灵丹妙药 心理学 社会化媒体 社会学 社会心理学 应用心理学 业务 计算机科学 万维网 医学 病理 替代医学
作者
K.S. Nivedhitha,Gayathri Giri,Palvi Pasricha
出处
期刊:Internet Research [Emerald Publishing Limited]
卷期号:35 (2): 798-840 被引量:10
标识
DOI:10.1108/intr-07-2023-0558
摘要

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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