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شناسایی و تحلیل اهمیت توانمندسازهای بازیوار با کاربست رویکرد سوارا فازی | ||
مدیریت سازمانهای دولتی | ||
دوره 9، شماره 3 (پیاپی 35)، تیر 1400، صفحه 29-44 اصل مقاله (1.36 M) | ||
نوع مقاله: علی | ||
شناسه دیجیتال (DOI): 10.30473/ipom.2021.55552.4220 | ||
نویسندگان | ||
احمد قربانپور1؛ ابراهیم رجبپور2؛ عزیزه حسینی اقبال* 3 | ||
1استادیار، گروه مدیریت صنعتی، دانشگاه خلیج فارس، بوشهر، ایران | ||
2استادیار، گروه مدیریت بازرگانی، دانشگاه خلیج فارس، بوشهر، ایران | ||
3دانشجوی 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 | ||
فناوری اطلاعات؛ سوارا؛ بازی؛ بازیوار؛ دانشگاه خلیج فارس | ||
عنوان مقاله [English] | ||
Identifying and prioritizing the Factors Affecting the Implementation of Gamification Using the Fuzzy SWARA Approach | ||
نویسندگان [English] | ||
Ahmad Ghorbanpour1؛ Ebrahim Rajabpour2؛ Azizeh Hosseinieghbal3 | ||
1Assistant Professor, Department of Industrial Management, Persian Gulf University, Bushehr, Iran | ||
2Assistant Professor, Department of Business Administration, Persian Gulf University, Bushehr, Iran | ||
3MSc, 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 | ||
مراجع | ||
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