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1 – 10 of 26
Article
Publication date: 17 July 2024

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.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 3 April 2020

K.S. Nivedhitha and A.K. Sheik Manzoor

While the sizable body of research focusses on various psychological effects of enterprise social media (ESM), research connecting the link between ESM and cyberslacking is still…

1771

Abstract

Purpose

While the sizable body of research focusses on various psychological effects of enterprise social media (ESM), research connecting the link between ESM and cyberslacking is still very sparse. Drawing inspiration from the social bonding theory, the authors have proposed a moderated mediation model to explain how ESM affordances reduce cyberslacking, mediated significantly by workplace social bonding when the perceived co-worker involvement is high.

Design/methodology/approach

Utilising a sample of 384 respondents, the study tested the model fit and hypothesised relationships with AMOS and PROCESS MACRO.

Findings

The findings show that workplace social bonding mediates the relationship between ESM affordances and cyberslacking. The results are also consistent with the moderated mediation model as the mediation is significant when the perceived co-worker involvement is high, and the mediation is insignificant when the moderator is low/moderate.

Research limitations/implications

Considering the potential behavioural dynamics of ESM artefacts, the authors have introduced self-expression (via microblogging), recognition (from paralinguistic digital affordances) and network externality as ESM affordances. Alongside the existing measures to reduce employee deviance, the proposed model with the above-mentioned affordances can be investigated in detail by the future research community.

Practical implications

In light of the findings, the study demonstrates that ESM can be treated as a mechanism to keep cyberslacking at bay. The results offer significant implications for managers, who lookout for innovative and soft strategies to reduce cyberslacking in the workplace.

Originality/value

Instead of implementing strict policies to kerb cyberslacking, this study proposes an alternative and an interesting model by introducing ESM as a strategic tool in reducing cyberslacking. The paper argues that ESM, being a potential tool for employee engagement and bonding, may offset the employees' tendency to involve in cyberslacking.

Details

Internet Research, vol. 30 no. 4
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 15 March 2022

Juliet 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…

1630

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.

Details

Personnel Review, vol. 52 no. 3
Type: Research Article
ISSN: 0048-3486

Keywords

Article
Publication date: 14 January 2025

Nivedhitha K.S. and Angelin Vilma G

While servant leadership is widely recognised as a key factor in driving employee performance and various psychological outcomes, there remains a notable gap in understanding how…

Abstract

Purpose

While servant leadership is widely recognised as a key factor in driving employee performance and various psychological outcomes, there remains a notable gap in understanding how it influences employee embeddedness through fostering harmonious relationships, particularly within energy-centric social enterprises. This study seeks to address this gap by investigating how servant leaders’ behaviours can effectively cultivate harmonious relationships, ultimately leading to increased employee embeddedness within organisations. Additionally, this study introduces a novel aspect by examining how an individual psychological trait, specifically a propensity for risk-taking, may influence the indirect effect of servant leadership on employee embeddedness.

Design/methodology/approach

To test this model, data from 309 respondents was collected through a three-wave survey design. The simple mediation analysis was performed using the PROCESS macro-Model 4, and the moderated mediation analysis was performed using the PROCESS macro-Model 8.

Findings

The findings indicate that harmonious passion serves as a significant mediator between servant leadership and employee embeddedness. Notably, this relationship is amplified among individuals with higher levels of the risk-taking trait.

Originality/value

The study addresses the research gaps in the interplay between individual traits and the psychological effectiveness of servant leadership in inducing harmonious passion, leading to socio-emotional outcomes such as employee embeddedness. Further, by addressing the issues related to employee retention in social enterprises, this research helps social entrepreneurs create a desirable societal impact without experiencing human resource hurdles. By doing so, this investigation significantly contributes to the research community, practitioners and society at large.

Details

Leadership & Organization Development Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0143-7739

Keywords

Open Access
Article
Publication date: 21 November 2024

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.

Article
Publication date: 6 December 2022

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…

1213

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.

Details

The Learning Organization, vol. 30 no. 2
Type: Research Article
ISSN: 0969-6474

Keywords

Article
Publication date: 26 January 2021

Yongfang Li, Si Shi, Yuliang Wu and Yang Chen

The purpose of this review is to systematically understand the development of enterprise social media (ESM) research, quantitatively analyze the landscape and track the…

1917

Abstract

Purpose

The purpose of this review is to systematically understand the development of enterprise social media (ESM) research, quantitatively analyze the landscape and track the development of ESM literature and reveal new trends and challenges in ESM research.

Design/methodology/approach

Based on 321 relevant literature studies (2005–2020) collected from the Web of Science core collection, the visualization tool CiteSpace is used to conduct bibliometric cocitation and cooccurrence analyses to quantify and visualize the landscape and evolution of ESM research.

Findings

Through analyzing the author cocitation network, document cocitation network, journal cocitation network and keywords cooccurrence network, this review proposes an integrated research framework, which highlights major purposes, antecedents and consequences of ESM use in organizations and presents future research trends of ESM research.

Originality/value

Different from the existing qualitative review of ESM, this review adopts bibliometric review to quantify and visualize the landscape of ESM research.

Details

Internet Research, vol. 31 no. 4
Type: Research Article
ISSN: 1066-2243

Keywords

Open Access
Article
Publication date: 13 January 2023

Kunthi Afrilinda Kusumawardani, Hanif Adinugroho Widyanto and Jessica Eva Gloria Tambunan

The purpose of this study is to investigate the factors influencing intention to continue using and spreading the word of mouth for e-commerce applications in the gamification…

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Abstract

Purpose

The purpose of this study is to investigate the factors influencing intention to continue using and spreading the word of mouth for e-commerce applications in the gamification context.

Design/methodology/approach

Using primary data from an online questionnaire, 219 users of e-commerce applications who played games on e-commerce platforms were gathered as the sample of the research and analysed using structural equation modelling.

Findings

The results showed that network exposure from gamification significantly influenced social influence, recognition and reciprocal benefit. However, only social influence and utilitarian shaped attitudes, leading to the intention to continue using the e-commerce platform and spread word of mouth. Recognition, reciprocal benefit and hedonic shopping motivation were not found to significantly influence attitude.

Practical implications

This study provides practical recommendations for e-commerce applications in implementing gamification into their platforms.

Originality/value

This study delivers a better understanding of the implementation of gamification in e-commerce by examining the in-game social interactions and the shopping behaviour in e-commerce to continue using the platform and spread the word of mouth about the gamification method.

Article
Publication date: 31 October 2023

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.

Details

Information Technology & People, vol. 38 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 23 July 2021

Anushree Tandon, Puneet Kaur, Namita Ruparel, Jamid Ul Islam and Amandeep Dhir

Scholars are increasingly focusing on the adverse effects of digitization on human lives in personal and professional contexts. Cyberloafing is one such effect and…

5509

Abstract

Purpose

Scholars are increasingly focusing on the adverse effects of digitization on human lives in personal and professional contexts. Cyberloafing is one such effect and digitization-related workplace behavior that has garnered attention in both academic and mainstream media. However, the existing literature is fragmented and needs to be consolidated to generate a comprehensive and contemporary overview of cyberloafing research and map its current intellectual boundaries. The purpose of this paper is to shed some light on systematic literature review (SLR) in cyberloafing and cyberslacking in the workplace.

Design/methodology/approach

A SLR is conducted to assimilate the existing research. A total of 87 studies selected through a robust protocol are analyzed through content analysis.

Findings

A total of four thematic research areas and inherent gaps are identified, including conceptualization, operationalization, antecedents and stakeholders and consequences. Results are used to assimilate thematic gaps and potential research questions (RQs) to be addressed by future scholars. To advance cyberloafing research, the authors propose a theoretically grounded comprehensive framework based on the SLR findings.

Originality/value

Our study's novelty rests in its state-of-the-art synthesis of cyberloafing research, which encompasses a broader scope than prior SLRs. Furthermore, developing a theoretically grounded comprehensive framework for advancing future research is a unique contribution of this study.

Details

Internet Research, vol. 32 no. 1
Type: Research Article
ISSN: 1066-2243

Keywords

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