Genişletilmiş Gerçeklik Teknolojilerinin İş Hayatında Oyunlaştırma Üzerine Etkisi

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2024

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Industrial Engineering
(1998)
Industrial Engineering is a field of engineering that develops and applies methods and techniques to design, implement, develop and improve systems comprising of humans, materials, machines, energy and funding. Our department was founded in 1998, and since then, has graduated hundreds of individuals who may compete nationally and internationally into professional life. Accredited by MÜDEK in 2014, our student-centered education continues. In addition to acquiring the knowledge necessary for every Industrial engineer, our students are able to gain professional experience in their desired fields of expertise with a wide array of elective courses, such as E-commerce and ERP, Reliability, Tabulation, or Industrial Engineering Applications in the Energy Sector. With dissertation projects fictionalized on solving real problems at real companies, our students gain experience in the sector, and a wide network of contacts. Our education is supported with ERASMUS programs. With the scientific studies of our competent academic staff published in internationally-renowned magazines, our department ranks with the bests among other universities. IESC, one of the most active student networks at our university, continues to organize extensive, and productive events every year.

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Bu çalışma, Sanal Gerçeklik (VR) destekli oyunlaştırmanın çalışan davranışları üzerindeki etkilerini, özellikle rekabet, eğlence, öğrenme sonuçları ve sonuç beklentileri bağlamında incelemektedir. Uzmanlık, pozisyon ve yaş bağımsız değişkenleriyle yapılan regresyon analizleri, uzmanlık ile rekabet, eğlence ve sonuç beklentileri arasında negatif bir ilişki göstermiştir. Daha deneyimli çalışanlar VR'den daha az fayda sağlarken, pozisyon ve yaşın etkileri önemsizdir. Eğlence de uzmanlık tarafından olumsuz etkilenmiş; güvenilirlik skorunu zayıf kılmıştır. Sonuçlar, VR oyunlaştırmanın daha az deneyimli çalışanlar için etkili olduğunu, ancak daha deneyimli çalışanların kişiselleştirilmiş ve zorlu ortamlarla daha fazla motive olduğunu göstermektedir.
This study examines the effects of Virtual Reality (VR)-enabled gamification on employee behaviors, focusing on competition, entertainment, learning outcomes, and outcome expectations. Using proficiency, position, and age as independent variables, regression analyses were conducted. Results showed a negative relationship between proficiency and competition, entertainment, and outcome expectations, suggesting that more experienced employees benefit less from VR-based gamification. Position had no significant impact, and age had minimal influence. Engagement was also negatively affected by proficiency, with a low Cronbach's alpha indicating weak reliability. The findings suggest that VR gamification is more effective for less experienced employees, while more proficient employees need more personalized and challenging environments to stay engaged and motivated.

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İşletme, Business Administration

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91

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