Öğrenen örgütlerde oyunlaştırma teorisinin firma performansı üzerindeki etkisi
Küçük Resim Yok
Tarih
2020
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
İstanbul Beykent Üniversitesi
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
Oyunlaştırma, günümüzde oldukça popülerleşen bir kavram olup oyun tekniklerini kullanarak gerçek hayattaki problemleri çözmeye yarar sağlar. Oyunlaştırma eğlenceli, izleyicinin dikkatini çeken, odaklanmasını sağlayan ve merak uyandıran bir uygulamadır. Kişilerin dikkat ve ilgisini çekmek herşeyin hızla değiştiği yaşantımızda oldukça zorlaştığı için oyunlaştırma uygulaması ile sorunu oyun gibi görerek bir iş bir davranış yaptırma amaçlanır. Çalışmanın temel amacı öğrenen örgütlerde oyunlaştırma uygulamalarının kurumsal hafıza aracılığıyla iş ve firma performansını ne yönde ve ne derecede etkilediğini araştırmaktır. Araştırmada tüm Türkiye'de oyunlaştırma uygulaması kullanan firmalar hedef kitle olarak belirlenmiş ve 143 anket değerlendirmeye alınmıştır. Anketi tamamlayan kişilerin oyunlaştırma uygulaması kullanarak, bu uygulamanın iş ve firma performansını değerlendirebilecek kadar zaman geçmiş kişiler olmasına özen gösterilmiştir. Toplanan veriler SPSS kullanılarak analiz edilmiştir. Analiz sonucunda oyunlaştırma uygulamalarının iş performansını yüksek derecede etkilerken, firma performansını kısmen etkilediği görülmüştür. Ayrıca öğrenen örgütler ve kurumsal hafızanın iş performansı üzerinden firma performansını pozitif yönde kısmen etkilediği ortaya koyulmuştur. Ortaya çıkan bulgular ışığında araştırma sonuçları tartışılmış, akademisyenlere ve yöneticilere çeşitli tavsiyelerde bulunulmuştur.
Gamification has become a popular concept in recent years, and it helps solve problems in real life by using game techniques. Gamification is an entertaining application that attracts the viewer's attention, provides focus, and arouses interest. In the dynamic world we live in, it has become increasingly difficult to attract individuals' interest and attention thus many organizations have started using gamification applications to address issues as a game and aim to grasp the attention of the users to enhance their engagement and behavior. This study's primary purpose is to investigate in what direction and to what extent gamification applications in learning organizations affect job and company performance through organizational memory. This study was conducted with companies in Turkey using the gamification application. Data was collected from 143 participants. Participants who completed the survey were familiar with the gamification application and used the tool long enough to determine its effectiveness on job and company performance. Collected data was analyzed using SPSS. As a result of the analysis, it was observed that while gamification applications had a high impact on job performance, it partially affected firm performance. Findings also revealed that learning organizations and organizational memory partially affect company performance positively through job performance. In light of the findings, the research results were discussed, and various recommendations were suggested to academics and administrators.
Gamification has become a popular concept in recent years, and it helps solve problems in real life by using game techniques. Gamification is an entertaining application that attracts the viewer's attention, provides focus, and arouses interest. In the dynamic world we live in, it has become increasingly difficult to attract individuals' interest and attention thus many organizations have started using gamification applications to address issues as a game and aim to grasp the attention of the users to enhance their engagement and behavior. This study's primary purpose is to investigate in what direction and to what extent gamification applications in learning organizations affect job and company performance through organizational memory. This study was conducted with companies in Turkey using the gamification application. Data was collected from 143 participants. Participants who completed the survey were familiar with the gamification application and used the tool long enough to determine its effectiveness on job and company performance. Collected data was analyzed using SPSS. As a result of the analysis, it was observed that while gamification applications had a high impact on job performance, it partially affected firm performance. Findings also revealed that learning organizations and organizational memory partially affect company performance positively through job performance. In light of the findings, the research results were discussed, and various recommendations were suggested to academics and administrators.
Açıklama
Anahtar Kelimeler
İşletme, Business Administration