Gamification pada Perusahaan: Dampaknya pada Tingkat Engagement Karyawan Generasi Z

Muhammad Qoes Atieq, Rezqi Ananda Basid, Tri Jayanti

Abstract


Gamifikasi merupakan konsep baru pada dunia kerja dan merupakan alat instrumen baru yang digunakan perusahaan untuk meningkatkan kinerja, motivasi, kepuasan, dan variabel yang lainnya. Tujuan dari penelitian ini yaitu untuk melihat apakah gamification berpengaruh terhadap engagement karyawan generasi Z. Teori yang digunakan adalah teori dari Gamification dan Engagement. Gamification identik dengan kegiatan yang di dalamnya dimodifikasi dengan permainan, sedangkan engagement kondisi dimana seseorang terikat dengan pekerjaan atau organisasinya. Metode penelitian ini menggunakan penelitian kuantitatif, dengan menggunakan responden sebanyak 154. Metode analisis yang digunakan yaitu menggunakan analisis regresi linear sederhana menggunakan SPSS. Hasil penelitian ini yaitu gamification berpengaruh secara positif dan signifikan terhadap tingkat engagement karyawan generasi Z.

Kata Kunci: Gamification, Engagement, Generasi Z


Keywords


Gamification, Engagement, Generasi Z

References


Andrea, B., Gabriella, H. C., & Tímea, J. (2016). Y and Z generations at workplaces. Journal of Competitiveness, 8(3), 90–106. https://doi.org/10.7441/joc.2016.03.06

Armstrong, M. B., & Landers, R. N. (2018). Gamification of employee training and development. International Journal of Training and Development, 22(2), 162–169. https://doi.org/10.1111/ijtd.12124

Atieq, M. Q. (2019). Comparative Analysis Of Employee Engagement In Employees Generation X, Y, And Z. 11(2), 285–299. https://doi.org/10.24235/amwal.v11i2.4873

Bridge, T. (2015). 5 Ways The workplace Needs to Change to Get the Most out of Generation Z. Http://Www.Fastcoexist.Com/3049848/5-Ways-the-Workplaceneeds-to-Change-to-Get-the-Most-out-of-Generation-z.

Cascio, W. F. (2019). Training trends: Macro, micro, and policy issues. Human Resource Management Review, 29(2). https://doi.org/10.1016/j.hrmr.2017.11.001

Conaway, R., & Garay, M. C. (2014). Gamification and service marketing. SpringerPlus, 3(1). https://doi.org/10.1186/2193-1801-3-653

Cooper, D. R., & Schindler, P. S. (2003). Cooper Schindler 2006. Business, 2000.

Dangmei, J., Singh, A., & Professor, A. (2016). UNDERSTANDING THE GENERATION Z: THE FUTURE WORKFORCE. In South-Asian Journal of Multidisciplinary Studies (SAJMS) (Vol. 3). https://www.researchgate.net/publication/305280948

Ērgle, D., & Ludviga, I. (2018, September 6). USE OF GAMIFICATION IN HUMAN RESOURCE MANAGEMENT: IMPACT ON ENGAGEMENT AND SATISFACTION. https://doi.org/10.3846/bm.2018.45

Esteban-Lloret, N. N., Aragón-Sánchez, A., & Carrasco-Hernández, A. (2018). Determinants of employee training: impact on organizational legitimacy and organizational performance. International Journal of Human Resource Management, 29(6). https://doi.org/10.1080/09585192.2016.1256337

Findlay. (2016). Game-Based Learning Vs. Gamification: Do You Know the Difference. Https://Trainingindustry.Com/Articles/Learning-Technologies/Game-Based-Learning-vs-Gamification-Do-You-Know-the-Difference/.

Franklin, R. (2022). Quantitative methods I: Reckoning with uncertainty. Progress in Human Geography, 46(2). https://doi.org/10.1177/03091325211063635

Gholz, E. L. (2019). Exploring strategies leaders use to engage employees. Dissertation Abstracts International Section A: Humanities and Social Sciences, 80(4-A(E)).

Girdauskiene, L., Ciplyte, E. A., & Navickas, V. (2022). Gamification as an innovative instrument for employee engagement. Marketing and Management of Innovations, 1(1), 10–17. https://doi.org/10.21272/mmi.2022.1-01

Gryaznova, S. (2019). Gamification in Employee Engagement.

Hendra, H. (2020). Pengaruh Budaya Organisasi, Pelatihan Dan Motivasi Terhadap Kinerja Karyawan Pada Universitas Tjut Nyak Dhien Medan. Maneggio: Jurnal Ilmiah Magister Manajemen, 3(1), 1–12. https://doi.org/10.30596/maneggio.v3i1.4813

Holmes, J. B., & Gee, E. R. (2016). A framework for understanding game-based teaching and learning. On the Horizon, 24(1). https://doi.org/10.1108/OTH-11-2015-0069

Kapp, K. M., Blair, Lucas., & Mesch, Rich. (n.d.). The gamification of learning and instruction fieldbook : ideas into practice.

Langford, D., Fellows, R. F., Hancock, M. R., & Gale, A. W. (2020). Organizational behaviour. In Human Resources Management in Construction. https://doi.org/10.4324/9781315844695-9

Lawande, N., Mohile, R., & Datta, S. (n.d.). Gamification and Employee Engagement: Theoretical Review on the Role of HR.

Liu, Q., Cai, F., Yang, Y., & Han, T. (2015). Gamification design based research on speech training system for hearing-impaired children. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 9174. https://doi.org/10.1007/978-3-319-20373-7_14

Mahmoud, A. B., Fuxman, L., Mohr, I., Reisel, W. D., & Grigoriou, N. (2021). “We aren’t your reincarnation!” workplace motivation across X, Y and Z generations. International Journal of Manpower, 42(1). https://doi.org/10.1108/IJM-09-2019-0448

Narayanan, A. (2014). Gamification for Employee Engagement. Packt Publishing Ltd.

Ngwenya, B., & Pelser, T. (2020). Impact of psychological capital on employee engagement, job satisfaction and employee performance in the manufacturing sector in Zimbabwe. SA Journal of Industrial Psychology, 46. https://doi.org/10.4102/sajip.v46i0.1781

Prasad, K., & Mangipudi, M. R. (2021). Gamification for employee engagement: An empirical study with e-commerce industry. Montenegrin Journal of Economics, 17(2). https://doi.org/10.14254/1800-5845/2021.17-2.12

Pratomo, A. (n.d.). Pengaruh Konsep Gamifikasi Terhadap Tingkat Engagement (Studi Kasus Pelatihan Karyawan the Park Lane Jakarta). In Pengaruh Konsep Gamifikasi Terhadap Tingkat Engagement The Journal : Tourism and Hospitality Essentials Journal (Vol. 8, Issue 2). www.trainingindustry.com

Purba, S. D., & Ananta, A. N. D. (2018). THE EFFECTS OF WORK PASSION, WORK ENGAGEMENT AND JOB SATISFACTION ON TURN OVER INTENTION OF THE MILLENNIAL GENERATION. Jurnal Manajemen Dan Pemasaran Jasa, 11(2), 263–274. https://doi.org/10.25105/jmpj.v11i2.2954

Ram, P., & Prabhakar, G. v. (2011). The role of employee engagement in work-related outcomes. In Interdisciplinary Journal of Research in Business (Vol. 1, Issue 3). https://www.researchgate.net/publication/260319251

Savignac, E. (2017). The Gamification of Work: The Use of Games in the Workplace. In The Gamification of Work: The Use of Games in the Workplace. https://doi.org/10.1002/9781119384564

Schaufeli, et al (2002). (2002). THE MEASUREMENT OF ENGAGEMENT AND BURNOUT: A TWO SAMPLE CONFIRMATORY FACTOR ANALYTIC APPROACH. https://doi.org/https://doi.org/10.1023/A:1015630930326

Schaufeli, W. B., Salanova, M., Bakker, A. B., & Gonzales-Roma, V. (2002). The Measurement of Engagement and Burnout: A two sample confirmatory Factor Analytic Approach. Journal of Happiness Studies, 3. https://doi.org/10.1023/A:1015630930326

Schawbel, D. (2014). Gen Z Employees: The 5 Attributes You Need to Know. Https://Www.Entrepreneur.Com/Growing-a-Business/Gen-z-Employees-the-5-Attributes-You-Need-to-Know/236560.

Setyo Wicaksono, R. (2020). Acta Psychologia Work Engagement sebagai Prediktor Turnover Intention pada Karyawan Generasi Millennial di PT Tri-Wall Indonesia. In Acta Psychologia (Vol. 2, Issue 1). http://journal.uny.ac.id/index.php/acta-psychologia

Sirinaga, I. P. W., Khatibi, A., & Azam, S. M. F. (2020). The Effect of Knowledge Management and Employee Training on Performance of Small and Medium-scaled Enterprises (SMEs): Employee Training as a Mediator. European Journal of Human Resource Management Studies, 04(01).

Slavin, A. (2015). Marketers: Forget about Millennials. Gen Z Has Arrived. Http://Women2.Com/2015/08/07/Engage-Gen-z-Users/?Hvid=5LyrgK.

Solnet, D., Baum, T., Robinson, R. N. S., & Lockstone-Binney, L. (2016). What about the workers? Roles and skills for employees in hotels of the future. Journal of Vacation Marketing, 22(3). https://doi.org/10.1177/1356766715617403

Suh, A., & Wagner, C. (2017). How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach. Journal of Knowledge Management, 21(2). https://doi.org/10.1108/JKM-10-2016-0429

Veredyuk, O., & Chernykh, E. (2022). Generation Z participants of intellectual olympiads: labour market behavioral attitudes. Living Standards of the Population in the Regions of Russia, 18(1). https://doi.org/10.19181/lsprr.2022.18.1.7




DOI: http://dx.doi.org/10.21043/bisnis.v11i1.19462

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 BISNIS : Jurnal Bisnis dan Manajemen Islam

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.