vpliv na motivacijo in zavzetost zaposlenih
Klara Bukovec (Author), Jaro Berce (Mentor), Anton Kramberger (Co-mentor)

Abstract

Video igre so v zadnjih letih dvignile pozornost med vsemi generacijami. Nanje gledamo kot na vir motivacije, saj močno vplivajo na vedenje uporabnikov. Zaradi motivacijskega potenciala ni presenetljivo, da so posamezniki začeli razmišljati o uporabi lastnosti iger v kontekstih, ki niso sami po sebi igra. Iz te ideje se je razvil pojav igrifikacija, ki ponazarja uporabo elementov oblikovanja iger v neigralnih kontekstih. Vodje podjetij stalno iščejo način, kako izboljšati motivacijo in zavzetost glavnih deležnikov, zaposlenih in strank. V magistrski nalogi bom raziskala, ali je lahko igrifikacija, v kolikor je vpeljana v podjetje na pravi način, rešitev. Podjetja so začela uporabljati gradnike iger za preoblikovanje delovnih procesov in iz njih naredile igram podobno izkušnjo. Tovrstne igrificirane aktivnosti naj bi ustvarjale zasvojitveno izkušnjo, ki motivira posameznika za željeno vedenje in ga spodbudi, da se k temu vedenju ponovno vrača. V magistrski nalogi bom kritično analizirala pojav igrifikacije in njen vpliv na motivacijo ter zavzetost zaposlenih. Skozi analizo primarnih in sekundarnih virov bom skušala ugotoviti, ali igrifikacija v podjetjih vpliva na motivacijo in zavzetost zaposlenih, kako zastaviti uspešno igrifikacijsko aktivnost v podjetju ter kakšne so glavne težave, ki se pri vpeljavi igrifikacije pojavljajo.

Keywords

igrifikacija;zavzetost zaposlenih;Podjetja;Zaposleni;Motivacija;Magistrska dela;

Data

Language: Slovenian
Year of publishing:
Typology: 2.09 - Master's Thesis
Organization: UL FDV - Faculty of Social Sciences
Publisher: [K. Bukovec]
UDC: 331.3(043.3)
COBISS: 35977821 Link will open in a new window
Views: 1010
Downloads: 344
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Other data

Secondary language: English
Secondary title: Work gamification: influence on motivation and engagement of employees
Secondary abstract: In recent years, video games have raised the attention among all generations. We see them as a source of motivation, as they have a strong influence on the behaviour of its users. Because of the motivational potential, it is not surprising that individuals have begun to think about the use of game elements in contexts that are not inherently connected to games. This idea has led to the development of the phenomenon of gamification, which illustrates the use of game design elements in non-gaming contexts. Managers are constantly looking for ways to improve the motivation and engagement of key stakeholders, employees and customers. I will explore the role of gamification as a solution if introduced in the company properly. Companies began to use game elements to transform work processes and transform them into a game-like experience. Such activities create an addictive experience that motivates the individual for the desired behaviour and encourages them to return to this behaviour again. In my master's thesis, I will critically analyze the phenomenon of gamification and its impact on the motivation and engagement of employees. Through the analysis of primary and secondary sources, I will try to determine whether gamification in companies affects the motivation and engagement of employees, how to set up a successful gamification programme in the company, and what are the main problems that arise when the gamification is introduced.
Secondary keywords: Enterprises;Employees;Motivation;Master's theses;
Type (COBISS): Master's thesis/paper
Study programme: 0
Embargo end date (OpenAIRE): 1970-01-01
Thesis comment: Univ. v Ljubljani, Fak. za družbene vede
Pages: 73 str.
ID: 10978408
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