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The Purposes of Internet Usage Affecting the Relationship between Playfulness and PerformanceWang, Cheng-hao 27 July 2010 (has links)
There are two purposes for employees to use working computers and internet: for work-related activities and nonwork-related activities. As to work-related activities, they are purchasing, customer services, marketing, recruitment, sales, management, work-related communication and information-acquiring. Otherwise, nonwork-related activities comprise of social/communicative purposes (using internet to communicate with friends and co-workers inside and outside companies) and Entertainment/informational purposes (acquiring information about weather, entertainment, news etc.). Through literature research, there are evidences suggesting that different purposes of internet usage has a significant effect on job playfulness, while performance will increase, with accompanying job playfulness enhanced. The relationship between purposes of internet usage and performance will be discussed in the study.
Furthermore, there are other antecedent factors affecting purposes of internet usage, such as job stress, job characteristics and attitudes towards job and monitoring. This is one of the discussions on how these antecedent factors influencing purposes of internet usage positively or negatively.
The survey data from 233 employees is analyzed by CFA abd SEM. Following are the results:
1. There is a positive relationship between the purposes of internet usage and job playfulness, and job playfulness serves as the mediator to affect the performance.
2. Job stress, job characteristics, attitudes towards job and monitoring have significant effect on the purposes of internet usage.
3. Age, Seniority and Marriage will reduce the usage of social/communicative and entertainment/informational purposes.The demography of respondents¡¥ profiles makes difference on purposes of internet usage, job stress, job characteristics and attitudes towards job and monitoring.
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Linking Playfulness and Job Performance in the Workplace: Mediating Role of Working-Smart/HardLIN, YING-TZU 08 September 2011 (has links)
Organizations nowadays want employees who are flexible, adaptable, autonomous, creative, willing to learn, self-motivated, and able to fit productively into teams to satisfy instable and varied consumer demands. Consequently, job performance no more relies on repetitive and routine tasks which traditionally could be completed and improved by working-hard only.
Nevertheless, the economy in the world is becoming dynamic, rapid and unpredictable for sure. Transparently workers will need to unceasingly increase their skill base to experience workplace success in the future. Therefore, management scholars suggest organizations who want to survive or outperform of the time may need to consider traits in addition of conscientiousness when making hiring decisions. The Big Five undoubtedly provides the general and basic consideration of personality. As the environment nowadays changes, not only the Big Five but also more advanced and specific personality constructs for advantageous solutions hitting the mark are needed.
Playfulness, defined as a multidimensional personality with curiosity, absorption, sense of humor, manifest joy and childlikeness factors, may be one promising personality which replies the call from the academic and plays as the alternative selection assessment tool for selection to the practical simultaneously. Playfulness has been emphasized in child development, education, and clinical counseling fields for a long time. This personality fosters optimal human function and accompanies intrinsic motivation according to developmental psychology and positive psychology perspectives. Notwithstanding its importance, playfulness in adults does not catch enough attention of the academic.
This study first empirically tests relationship between playfulness and job performance (in-role performance, creative performance) and clarifies the discrepancy of style effects on different dimensions of performance which may better explain the phenomena in the workplace. Second, this study moves a step forward to propose a personality construct from developmental psychology triangle especially favorable to selection consideration. Third, through the lens of working behavior style, the results of this study also better explain the mechanism link playfulness and performance that throw light on training direction for people in organizations already. By defining working-smart/hard as behavioral style instead of ability and motivation, this study opens a new avenue for research to discuss the issue thoroughly. Future research suggestions and practical applications are also provided.
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noneHuang, Yu-cheng 14 August 2009 (has links)
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The Effect of Sense of Humor and Organizational Playfulness Climate on Staff Innovative BehaviorHu, Shu-yin 26 August 2009 (has links)
This study aimes to the investigate relationship between individual and organizational variables on staff innovative behavior. The individual variable is personal sense of humor, and the organizational variable is organizational playfulness climate. The analysis are done by using hierarchical linear modeling for Windows.
The major results of thisstudy are as following:
1. The sense of humor has significant influence on staff innovative behavior.
2. Organizational playfulness climate has significant influence on staff innovative behavior.
3. The relationship between sense of humor, and staff innovative behavior is not affected by organizational playfulness climate.
Finally, some suggestions provide as references to businesses and further studies.
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Understanding user's perceived playfulness toward mobile information and entertainment services in New ZealandChou, Jacky Po Ching January 2006 (has links)
The convergence of mobile commerce and internet technologies has promised users unprecedented convenience and greater enjoyment. Over the past few years, the development of mobile information and entertainment services (MIES) has been phenomenal. Recently, research has been conducted into ways toward better acceptance of these services by users. However, many of these studies are technical driven, without discussing important end user needs. To understand users' perception associated with mobile information and entertainment services the author extended and empirically tested a new antecedent model of Perceived Playfulness an intrinsic motivator toward technology acceptance by users, based on previous research. It has been shown that user's Perceived Playfulness toward information technologies has a direct impact on his/her subsequent use. Using the new antecedent model of Perceived Playfulness, the author argues users' Autotelic Personality, Perceived Service Quality, Perceived Technology Compatibility, their Motivation for Using and tolerance of Social Influence affect their Perceived Playfulness when interacting with MIES. A questionnaire was administered to students in business and computing schools at Auckland University of Technology. The closed-ended questions within the questionnaire were used to validate the proposed research model. The data were analyzed using Partial Least Squares. Most of the proposed hypotheses were supported, rendering several significant findings in this thesis. In this study, it has been found that individuals who are more innovative and confident about using MIES are more likely to develop a positive image toward these services. They also value services that are useful and easy to use and demonstrate high enthusiasm for more personalized mobile services. More importantly, their perceptions toward MIES can be further reinforced if their mobile phone functionalities are highly compatible with these services. Therefore, service providers should strive to create a seamless MIES experience for users. Furthermore, given that mobile phones have their own strengths and limitations, the motivation behind user's choices of various applications becomes an important issue for service providers to consider. It has been shown that the importance of service attributes vary with user's motivations of using MIES. This study therefore focuses on several important end user issues which are not well explored in the research of mobile internet services. Overall, this study contributed to existing research into user s perception toward MIES as an information technology based on his/her intrinsic motivator. Several important antecedents have been identified to influence user's Perceived Playfulness in this context. Limitations and suggestions for future studies are considered at the end of this thesis. Implications are also discussed.
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Paisagens lúdicas / Recreational landscapesFlávia Tiemi Suguimoto 17 October 2014 (has links)
Este trabalho se propõe a entender a dimensão lúdica da paisagem em uma área localizada na divisa entre os municípios de Santo André e São Bernardo do Campo, região metropolitana de São Paulo. Nessa área encontra-se o Parque Estadual Chácara da Baronesa, consolidado apenas em 2014. Antes de sua abertura ao público era uma área abandonada há anos. Esse abandono da área possibilitou a invasão de pessoas na busca por local de moradia, em uma parte da área do parque, que se consolidou em uma favela. No entorno do parque e da favela localizam-se bairros residenciais, tanto em Santo André quanto em São Bernardo. A proposta da pesquisa foi estudar a favela e esse entorno. Como procedimentos metodológicos foram realizadas oficinas com os moradores da favela e do entorno, com crianças e adultos, pois entende-se que o elemento lúdico faz parte da dimensão humana em todas as idades. Como método complementar foi aplicado o teste do imaginário, o ATl-9, porque acredita-se que a compreensão do universo simbólico das pessoas pode revelar significados que nem sempre são expressos em entrevistas e conversas. Também foi desenvolvido um arcabouço teórico sobre os principais assuntos que embasam a pesquisa: o lúdico, a paisagem e o imaginário. Acredita-se que a compreensão dessas realidades, através das ferramentas utilizadas, revela como essa dimensão lúdica é percebida e vivenciada pelas pessoas, que são também construtoras das suas paisagens. / This study aims to understand the playful dimension of the landscape in an area located on the landmark between the cities of Santo André and São Bernardo do Campo, in the metropolitan region of São Paulo. In this areais located the Parque Estadual Chácara da Baronesa, consolidated only in 2014. Before to its opening to the public, it was an abandoned area for years. This abandonment of the area allowed the invasion of people in search for place of residence, in a part of the park area, which was consolidated in a slum. Around the park and the slum are located residential neighborhoods, both in Santo André and São Bernardo. The aim of this research was to study the slum and this environment. The methodological procedures were workshops with the dwellers of the slum and the surroundings, with children and adults, because it is understood that the playfulness is part of the human dimension in all ages. As a complementary method was applied the test of the imagery, ATL-9, because it is believed that the understanding of the symbolic universe of people can reveal meanings that are not always expressed in interviews and conversations. It was also developed a theoretical framework on key issues that underlie the research: the playful, the landscape and the imaginary. It is believed that the understanding of those realities, through the tools used, reveals how the playful dimension is perceived and experienced by people who are also the builders of their landscapes.
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Playfulness in adulthoodKongsgaard, Emil January 2022 (has links)
Kids are spontaneous and creative. They are imaginative and honest. They are playful. Kids can be assigned many positive traits, and in many ways they are exemplary as they engage in the world without prejudice or a particular goal in mind, allowing for that unique open-ness and present-oriented approach to life that characterizes most children. Fortunately, a lot of these traits follow us into adulthood and help shape how we experience life. But when an adult is being playful, that person has the playfulness of a child, or similarly, when adults are being referred to as carefree it’s often suggestive of immaturity or a childlike behavior rather than an association with light-hearted playfulness.When and why did this attitude become exclusively reserved for children, especially seeing as the benefits of playfulness are arguably just as significant, or even greater, for adults. This project is an exploration of how design can help adults rediscover and rekindle this fundamental and universally applicable attitude. Derived from extensive user involvement the result is three experiments that each manifests key aspects of adult playfulness, to help facilitate individual exploration and reflection of playfulness in adulthood.
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The personality traits of instrumentality and expressiveness in relation to microcomputer playfulnessColeman, Herbert Leon 21 October 2009 (has links)
Differences between females and males in computer use have long been a concern. Over the past twenty years, the accessibility gap has closed and women’s use of the technology has equaled and in some cases surpassed men’s computer use. However, differences in patterns of use still remain. This study looked at underlying factors that may be involved in maintaining differences in use. Specifically, this study focused on differences in gender and gender role personality traits as they relate to microcomputer playfulness. Gender role personality traits are defined as the acceptance of stereotypic gender descriptors as applying to oneself according to the Personal Attributes Questionnaire (PAQ). The PAQ provides participants with ratings on the expressive (feminine) and instrumental (masculine) scales. The relationship between the scales yields the gender role personality traits expressive (high expressive, low instrumental), instrumental (low expressive, high instrumental), androgynous (high on both), or undifferentiated (low on both). Microcomputer playfulness or computer playfulness is defined as the tendency to be “spontaneous, inventive and imaginative when interacting with a personal computer.” It is measured by responses on the Computer Playfulness Scale. This study found that computer playfulness varied depending upon setting with participants being most playful when using a computer at home and least playful when using a computer at work. Those who score in the androgynous range of the PAQ also scored higher on the CPS than those who scored in the undifferentiated range. Finally, this study found that males tended to score higher in computer playfulness than females. Participants were also interviewed about their experiences of gender role personality traits and computer playfulness. Discussion of these results and suggestions for further research are included. / text
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The influences of Personality traits, Personal playfulness and Organization playfulness climate on the Employee¡¦s innovative behaviorSantos, Jimmy 19 June 2009 (has links)
Creativity and innovation are different. How to encourage employees to produce the innovative behavior in the business organization in this century are very important and urgent. This study hopes to discuss the relationship among the personality traits, personal playfulness, organization playfulness climate and employee¡¦s innovative behavior. It¡¦s taken 30 organizations in Taiwan and the effective volume was 1,213, the returns-ratio reached 95.21%. We will use HLM (hierarchical linear model) to analyze the data instead of the regression analysis in tradition.
The major result of this study are as following¡G
1.Locus of control has a significant effect on employee¡¦s innovative behavior.
2.A-type character has a significant effect on employee¡¦s innovative behavior.
3.Positive affectivity has a significant effect on employee¡¦s innovative behavior.
4.Negative affectivity has no significant effect on employee¡¦s innovative behavior.
5.Personal playfulness has a significant effect on employee¡¦s innovative behavior.
6.Organization playfulness climate has a significant effect on employee¡¦s innovative behavior.
7.Organization playfulness climate has no moderate effect on the relationship between locus of control and employee¡¦s innovative behavior.
8.Organization playfulness climate has no moderate effect on the relationship between A-type character and employee¡¦s innovative behavior.
9.Organization playfulness climate has no moderate effect on the relationship between positive affectivity and employee¡¦s innovative behavior.
10.Organization playfulness climate has no moderate effect on the relationship between negative affectivity and employee¡¦s innovative behavior.
11.Organization playfulness climate has no moderate effect on the relationship between personal playfulness and employee¡¦s innovative behavior.
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The effect of Personal playfulness, Job involvenment and Organization playfulness climate on the Employee's innovative behaviorChen, Tsui-min 27 July 2009 (has links)
How to encourage employees to produce the innovative behavior in the business organization in this century are very important. This study hopes to discuss the relationship among the personal playfulness, Job involvenment, organization playfulness climate and employee's innovative behavior. It's taken 30 organizations and the effective volume was 1,213, the returns-ratio reached 95.21%. We will use HLM (hierarchical linear model) to analyze the data instead of the regression analysis in tradition.
The major result of this study are as following:
1.Personal playfulness has positive effects on employee's innovative behavior.
2.Job involvenment has positive effects on employee's innovative behavior.
3.Organization playfulness climate has positive effects on employee's innovative behavior.
4.Organization playfulness climate has no moderate effect on the relationship between personal playfulness and employee's innovative behavior.
5.Organization playfulness climate has no moderate effect on the relationship between job involvenment and employee's innovative behavior.
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