跳到主要內容

簡易檢索 / 詳目顯示

研究生: 蔡惠婷
Hui-Ting Tsai
論文名稱: 遊戲化運用與員工滿意度之探索性研究
An Exploratory Research on the Application of Gamification and its Implications to Staff's Satisfaction
指導教授: 陳炫碩
口試委員:
學位類別: 碩士
Master
系所名稱: 管理學院 - 企業管理學系
Department of Business Administration
論文出版年: 2016
畢業學年度: 104
語文別: 中文
論文頁數: 44
中文關鍵詞: 遊戲化員工滿意度
外文關鍵詞: Gamification, Staff's Satisfaction
相關次數: 點閱:9下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 科技產業之趨勢分析的權威公司,顧能公司將「遊戲化(Gamification)」視為值得注目的現代科技之一。在Google Trends的關鍵字當中,不論是中文或英文的搜尋字詞,皆有上升的趨勢,而學術界也紛紛投入研究。本論文研究於了解遊戲化的意涵,透過國外案例,借鏡他國如何運用遊戲用來增加員工滿意度,以期槓桿於本國企業。另探討遊戲化之挑戰,面對其挑戰該如何因應?

    本研究以探索性質化研究為主,將收集的資料清晰地整理、歸納與分析。首先我們了解到台灣目前勞工之工作環境多以責任制為主,而員工之滿意度普遍較他國低。根據政府出版物「中小企業白皮書」,台灣又以中小企業為主,約占全國企業的98%。全盤知悉台灣中小企業之特性及其優點與缺點後,運用相關理論來探討,台灣中小企業如何運用遊戲化達員工滿意度?透過遊戲化來改善員工高壓之工作環境及其困境。


    The world's leading information technology research and advisory company Gartner that treat Gamification as one of important technology. The Google Trend tell us, the English word and Chinese word as well that titles has been increasing even more rapidly than general search hits. Gamification is also reflected in an academic inquiry.

    By taking qualitative research approach, this study is trying to explore the true meaning of Gamification and drawing on foreign case. We learned of Gamification in the foreign case and expected that staff’s satisfaction would increase. Then, we were all up against how to cope with the Gamification’s challenge.

    At the first, this study tried to find out the Taiwan’s working environment that is overworked and underpaid. Therefore, according to the White Paper on Small and Medium Enterprises in Taiwan that tell us, the Taiwan’s enterprises almost are small and medium enterprises. In the meantime, it could comprehend the characteristic, pro and cons. The findings showed Taiwan’s SMEs how to application of Gamification in personal management and its increase to staff's satisfaction.

    中文摘要 I Abstract II 誌 謝 III 目錄 IV 圖目錄 V 表目錄 VI 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究問題與目的 6 第三節 研究方法 6 第四節 研究流程 7 第二章 文獻探討 8 第一節 雙因子理論(Two Factor Theory) 8 第二節 福格行為模型(Fogg Behavior Model) 9 第三節 心流理論(Flow Theory) 11 第三章 遊戲化的探討 13 第一節 遊戲化的概念 13 第二節 遊戲化的定義 13 第三節 遊戲化的核心 15 第四節 遊戲化的動機 17 第五節 遊戲化的應用 18 第六節 遊戲化的挑戰 27 第四章 中小企業如何運用遊戲化 28 第一節 中小企業發展條例 28 第二節 中小企業經營特性 32 第三節 中小企業人才現況 33 第四節 中小企業與遊戲化 34 第五節 小結 39 第五章 結論與建議 40 第一節 結論 40 第二節 後續研究之建議 41 第三節 研究限制 41 參考文獻 42

    中文部分

    張美惠 譯,2014,企業遊戲化:5年級、90後,一起玩出競爭新策略,美商麥格羅‧希爾國際股份有限公司台灣分公司。譯自Gabriel Z Inc. and Joselin Linder. 2013. The Gamification Revolution.

    廖大賢 譯,2012,加入遊戲因子,解決各種問題─激發動機、改變行為、創造商業的機密,先覺出版股份有限公司。譯自 Aaron Dignan. 2011. Game Frame: Using Games as a Strategy for Success.

    連宜萍 譯,2013,從思考、設計到行銷,都要玩遊戲!:Gamification 遊戲化的時代,時報文化出版企業股份有限公司。譯自 Akito INOUE. GAMIFICATION<GAME> GA BUSINESS WO KAERU.

    葉思義,2004,數位遊戲設計:遊戲設計知識全領域,碁峰資訊股份有限公司

    洪慧芳 譯,2013,撕掉勵志書:推餐盤減肥,喝熱茶殺價,心理學家教你用行為改變思維,漫遊者文化事業股份有限公司。譯自 Richard Wiseman. 2012. Rip It Up: The Simple Idea That Changes Everything.

    詹慕如 譯,2011,沒經驗的新人,也能成為100分員工:90%都是工讀生,為什麼還能成功?迪士尼「征服人心」的領導學,采實文化事業有限公司。譯自 Bunjiro Fukushima. 2010. 9-WARI GA BAITO DEMO SAIKO NO SUTAFFU NI SODATSU DISNEY NO OSHIEKATA.

    政府出版物:中小企業白皮書,經濟部中小企業處,2015

    英文部分

    Aguilar, Francis. Scanning the Business Environment. New York: Macmillan.,2006.

    BJ Fogg, 2009, What Causes Behavior Change? http://behaviormodel.org/

    Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety, San Francisco: Jossey-Bass.

    Csikszentmihalyi, M. and I.S. Csikszentmihalyi (Eds.) (1988) Optimal Experience: Psychological Studies of Flow in Consciousness. New York: Cambridge University Press.

    Csikszentmihalyi,1975;Trevino and Webster,1992;Hoffman and Novak,1996;Chen, Wigand and Nilan,1999

    Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. (2011): Gamification: Toward a definition.

    "Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). Gamification: Toward a definition. CHI 2011, May 7-12, 2011, Vancouver, BC, Canada. Retrieved"

    "Dorling, A., and McCaffery, F. (2012). The gamification of SPICE. Softw. Process Improv. Capability Determ. 290, 295–301. doi: 10.1007/978-3-642-30439-2_35"

    Fun Theory, Speed Camera Lottery, Volkswagen http://www.thefuntheory.com/
    Gamification: Market Update, Consumer and Enterprise Market Trends, M2 Research

    Herzberg F. Mausner, B. Synderman, B. S. (1959). The motivation to work. New York: Wiley & Sons, Inc.

    More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes, 2015, Gartner http://www.gartner.com/newsroom/id/1629214
    Peter Warman, 2015, The Global Games Market: Trends, Market Data and Opportunities, newzoo.com

    Raph Koster, 2008, A Theory of Fun For Game Design

    S. Deterding, D. Dixon, R. Khaled, and L. Nacke, “From game design elements to gamefulness: defining gamification”, In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, September 28-30, 2011, Tampere, Finland, ACM, pp. 9-15.

    Steve Peterson, 2012, Gamification market to reach $2.8 billion in 2016

    Steven Johnson, 2006, Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter,

    The Power Of Small Wins, Teresa M. Amabile and Steven J. Kramer, May, 2011, Harvard Business Review, pp.71-80

    Watkins, K.E., & Marsick, V J. (1993). Sculpting the learning organization: Lessons in the art and science of systemic change. San Francisco: Jossey-Bass,1993

    Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol, CA: O’Reilly Media.

    QR CODE
    :::