暂时的动机吗? 在敏捷要求变更管理中对游戏化的混合方法研究
Denny Sagita Rusdianto1, Umi Laili Yuhana2, Hadziq Fabroyir2
1Interdisciplinary School of Management and Technology, Institut Teknologi Sepuluh Nopember, Surabaya, East Java, Indonesia; Department of Informatics Engineering, Brawijaya University, Malang, East Java, Indonesia.
Acta psychologica
|March 13, 2026
概括
要求变更管理 (RCM) 的游戏化暂时提高了从业人员的动力. 本研究提供了一个框架,通过考虑软影响来增强RCM动机.
科学领域:
- 软件工程 软件工程 软件工程
- 人与计算机的交互
- 组织心理学 组织心理学
背景情况:
- 要求变更管理 (RCM) 对软件项目的成功至关重要,特别是在敏捷环境中.
- 现有的研究主要集中在技术RCM解决方案上,忽视了诸如动机和社会心理影响等非技术因素.
- 将游戏化整合到RCM流程中仍未得到充分研究,特别是关于其更广泛的影响.
研究的目的:
- 批判性地检查游戏化在基于敏捷的RCM中的整合.
- 调查游戏化对RCM从业者的动机,社会和伦理影响.
- 开发一个整体的框架,以提高RCM从业者的动力,考虑软影响.
主要方法:
- 采用混合方法方法,将用户行为日志数据与深入的主题采访相结合.
- 该研究涉及印度尼西亚一所大型高等教育机构技术和信息系统发展局的从业人员.
- 用数据三角化来确保对游戏化对RCM的影响进行全面分析.
主要成果:
- 游戏化元素在干预期间显著增加了从业者的动机.
- 发现游戏化的积极激励效应是暂时的,干预结束后会减弱.
- 定性数据提供了对游戏化RCM的社会和伦理维度的见解.
结论:
- 游戏化可以暂时提高需求变化管理中的动机.
- 提出了一个整体框架,通过整合游戏化和解决软影响来提高RCM从业者的动力.
- 组织可以利用这个框架作为在RCM环境中实施游戏化的实用指南.
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