با همکاری مشترک دانشگاه پیام نور و انجمن مدیریت دولتی ایران و انجمن مدیریت رفتار سازمانی

نوع مقاله : علی

نویسندگان

1 استادیار، گروه مدیریت صنعتی، دانشگاه خلیج فارس، بوشهر، ایران

2 استادیار، گروه مدیریت بازرگانی، دانشگاه خلیج فارس، بوشهر، ایران

3 دانشجوی کارشناسی ارشد، مدیریت صنعتی، دانشگاه خلیج فارس، بوشهر، ایران

چکیده

در عصر کنونی، بازی‏وارسازی به‌طور فزاینده‌ای به‌عنوان بخش اساسی خدمات، نرم‌افزارها و سیستم‌ها برای درگیر کردن و ایجاد انگیزه در کاربران و همچنین برانگیختن رفتارهای مناسب آنان مورد استفاده قرار می‏گیرد. فرض اصلی این است که بازی‏وارسازی می‌تواند، توانایی سیستم را برای برآورده نمودن نیازهای ذاتی افزایش داده و از این طریق، بهره‌وری کارکنان و سیستم را ارتقاء دهد. بنابراین، هدف پژوهش حاضر، شناسایی و اولویت‌بندی عوامل مؤثر بر پیاده‌سازی بازی‏وارسازی با استفاده از رویکرد سوارای فازی می‌باشد. این تحقیق، به لحاظ هدف، در زمره تحقیقات کاربردی و به لحاظ روش، در قالب تحقیقات کیفی- کمی است. جامعه‌آماری پژوهش را اعضای هیأت علمی دانشگاه خلیج فارس که با موضوع پژوهش آشنایی دارند؛ تشکیل می‌دهند. اعضای نمونه با روش غیرتصادفی هدفمند از نوع قضاوتی انتخاب شدند که تعداد آنان 14 نفر می‌باشد. به‌منظور جمع-آوری داده‌ها از پرسشنامه محقق‌ساخته استفاده گردید. با بررسی‌های صورت گرفته از مرور ادبیات تحقیق به روش تطبیقی و همچنین، نظرخواهی از خبرگان، 16 عامل مؤثر بر اجرای بازی‏وارسازی شناسایی شده و مورد تحلیل قرار گرفت. نتایج پژوهش نشان می‌دهد؛ عوامل سهولت استفاده، فرصت‌های یادگیری و شناسایی بازی بیشترین وزن را به‌خود اختصاص داده‌اند. همچنین، عوامل نشان‌ها، نردبان پیشرفت و اجتماعی بودن؛ کمترین وزن را کسب نموده‌اند. از این‌رو، به‌منظور پیاده‌سازی رویکرد بازی‏وارسازی در دانشگاه خلیج فارس باید بیشترین توجه به عواملی که بالاترین وزن را دارند، صورت پذیرد.

کلیدواژه‌ها

عنوان مقاله [English]

Identifying and prioritizing the Factors Affecting the Implementation of Gamification Using the Fuzzy SWARA Approach

نویسندگان [English]

  • Ahmad Ghorbanpour 1
  • Ebrahim Rajabpour 2
  • Azizeh Hosseinieghbal 3

1 Assistant Professor, Department of Industrial Management, Persian Gulf University, Bushehr, Iran

2 Assistant Professor, Department of Business Administration, Persian Gulf University, Bushehr, Iran

3 MSc, Industrial Management , Persian Gulf University, Bushehr, Iran

چکیده [English]

In the modern era, gamification is increasingly used as an essential part of services, software, and systems to engage and motivate users and arouse their appropriate behaviors. The main assumption is that gamification can increase the system's ability to meet innate needs and promote the productivity of the staff and system, accordingly. Thus, the present study aims at identifying and prioritizing the factors affecting gamification by applying the fuzzy SWARA approach. This study is applied and qualitative-quantitative in terms of objective and methodology, respectively. The population includes the faculty members of Persia Gulf University who were familiar with the research topic. The sample members were selected through a purposive non-random sampling method of judgment with several 14 members. The researcher-made questionnaire was used to collect the data. By comparatively reviewing the literature and taking the experts' opinion, 16 factors affecting gamification were identified and analyzed. The research results indicate that the variables of ease of use, learning opportunities, and game identification have the highest weights, while the factors of signs, progress ladder, and sociability have the lowest weights. Hence, to implement the gamification approach in Persia Gulf University, the factors with the highest weights should receive the most attention.ty, the factors with the highest weights should receive the most attention.

کلیدواژه‌ها [English]

  • Game
  • Gamification
  • Fuzzy SWARA
  • Persian Gulf University
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