Employee well-being and organisational performance: A serious game for investigating perceived social impacts of digital technologies

Autoren: Kobelt, Nemoto, Herrmann, Tackenberg

Kategorie: Technikakzeptanz

Chair: Wilkens

Beitragskurzfassung:
The rapid evolution of digital technologies has created great opportunities to improve productivity in industries. For example, AI applications may eliminate a lot of unproductive works. In contrast, there have also been concerns about the dark side, such as ethical issues in data governance, jobs at risk, and negative influences on well-being. The positive/negative social impacts of digital technologies have become an emerging topic to be studied.
In the work context, scholars have examined the impact of digital technologies on creativity, learning, and relationships. However, little is known about the difference in people’s perception of the social impacts within and between cultures. To investigate it, this study aims to develop a serious game focusing on technology adoption and use in the work context. While the general purpose of serious games is to acquire knowledge or skills through playful applications, games can be used for collecting data from collective activities of people playing the game. In this study, the game was designed to acquire data about the perceived social impacts of digital technologies in virtual organisational activities.
This paper presents the concept, rules, and procedure of our serious game and demonstrates data collection through the game. The game can be used to acquire data about: what indicators players often choose from the given social impact indicators consisting of organisational performance and employee well-being; how players assess the impacts of digital/non-digital solutions in accordance with the criteria; what kind of solution players often select to solve organisational problems.
This study contributes to theory and practice in two ways. First, the developed game can be used to involve people in the debate on digital technologies. The game could behave as a boundary object that facilitates discussions among people from different standpoints. Second, the game is useful for researchers collecting data related to the subject of this paper. By collecting data in different cultural areas, new insights about the intra- and inter-cultural differences could be induced.

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Raum 3
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Kobelt et al.