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

K.S. Nivedhitha (Indian Institute of Management Kozhikode, Kozhikode, India)
Gayathri Giri (Great Lakes Institute of Management, Chennai, India)
Palvi Pasricha (Indian Institute of Management Kozhikode, Kozhikode, India)

Internet Research

ISSN: 1066-2243

Article publication date: 17 July 2024

39

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.

Keywords

Citation

Nivedhitha, K.S., Giri, G. and Pasricha, P. (2024), "Gamification as a panacea to workplace cyberloafing: an application of self-determination and social bonding theories", Internet Research, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/INTR-07-2023-0558

Publisher

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Emerald Publishing Limited

Copyright © 2024, Emerald Publishing Limited

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