nav emailalert searchbtn searchbox tablepage yinyongbenwen piczone journalimg journalInfo journalinfonormal searchdiv searchzone qikanlogo popupnotification paper paperNew
2026, 01, v.43 25-39
工作场景游戏化对新生代员工自我领导的赋能机制研究
基金项目(Foundation): 教育部人文社会科学研究青年项目(24YJC630021)
邮箱(Email): daijie1520511@163.com;
DOI: 10.16471/j.cnki.11-2822/c.2026.1.002
摘要:

随着数字技术的原住民新生代成为职场主力军,一些企业开始借助数字技术为新生代员工赋能,以助力其价值创造能力的升级与发挥。本研究基于个人成长整合模型,采用结构方程模型探讨并验证了工作场景游戏化对新生代员工自我领导的赋能效果和机制。结果表明:工作场景游戏化能够赋能新生代员工的自我领导;心流体验和工作繁荣在游戏化对新生代员工自我领导的赋能过程中具有链式中介作用。探讨工作场景游戏化的赋能机制,不仅有助于丰富工作场景游戏化研究的理论框架,而且为破解“技术赋能-人文异化”悖论提供了新的理论视角。研究结论对企业在数字化转型过程中实现技术赋能与人文关怀的平衡具有重要启示意义。

Abstract:

As the new generation of digital natives becomes the main workforce, some enterprises have begun to leverage digital technologies to empower these employees, thereby enhancing and unleashing their value-creating capabilities. Based on the Personal Growth Integration Model, this study employs structural equation model to explore and validate the empowering effects and mechanisms of gamification in work scenarios on the selfleadership of new-generation employees. The results indicate that gamification in work scenarios can empower the self-leadership of new-generation employees, with flow experience and thriving at work playing a chain-mediating role in this empowering process. Investigating the empowering mechanisms of gamification in work scenarios not only enriches the theoretical framework of research in this area, but also provides a new theoretical perspective for addressing the paradox of technological empowerment versus humanistic alienation. The findings offer significant insights for enterprises to achieve a balance between technological empowerment and humanistic care during their digital transformation processes.

参考文献

1.陈龙.(2022).游戏、权力分配与技术:平台企业管理策略研究——以某外卖平台的骑手管理为例.中国人力资源开发, 37(4), 113–124.

2.陈园园,高良谋.(2021).游戏化能够激发员工的主动行为吗?外国经济与管理, 43(9), 133–152.

3.郭晟豪,胡倩倩.(2022).力学不倦:组织认同、工作繁荣下的创新绩效.管理评论, 34(1), 205–217.

4.李绍龙,路开全,龙立荣,孙芳,雷宣.(2024).数字时代下游戏化人力资源管理研究述评.管理学报, 21(5), 779–790.

5.罗均梅,徐翠丰,周萌.(2025).资源警觉性与创业文化如何塑造工作繁荣与内部创业的倒U型关系?——基于资源保存理论的实证研究.科学学与科学技术管理, 46(6), 164–175.

6.罗文豪,王尧.(2022).成为自己的掌舵者:个体自我领导的多层次驱动机制.心理科学进展, 30(10), 177–193.

7.吕乐娣,张昊民,张凤艳,徐书会.(2022).数智时代自我领导力的内涵意蕴与培养路径.领导科学, 37(9), 56–59.

8.裴嘉良,刘善仕,崔勋,张志朋,葛淳棉.(2024).算法控制能激发零工工作者提供主动服务吗——基于工作动机的视角.南开管理评论, 27(2), 104–117.

9.孙萍.(2019).“算法逻辑”下的数字劳动:一项对平台经济下外卖送餐员的研究.思想战线, 45(6), 50–57.

10.孙新波,何志伟,张庆强,秦佳慧,孙浩博.(2022).数字激励:概念、过程与反思.外国经济与管理, 44(12), 136–151.

11.王飞鹏,张玉宁.(2024).工作游戏化对平台从业者工作投入的影响研究——以90后外卖骑手为例.劳动经济评论,17(1), 37–52.

12.王凯,傅云,熊灯,陈思源.(2025).数智化时代如何激发员工数字创造力?自我领导的赋能机制探究.中国人力资源开发, 42(7), 6–18.

13.王磊,宗睿.(2025).新生代员工数字领导力涌现的多层次垂滴驱动机制.中国人力资源开发, 42(4), 83–103.

14.王雁飞,李楠,郑立勋,朱瑜.(2024).游戏化人力资源管理实践对员工创新行为的影响作用机理研究.中国人力资源开发, 41(7), 6–20.

15.魏巍,刘贝妮,凌亚如.(2022).平台工作游戏化对网约配送员工作卷入的“双刃剑”影响——心流体验与过度劳动的作用.南开管理评论, 25(5), 159–171.

16.谢小云,左玉涵,胡琼晶.(2021).数字化时代的人力资源管理:基于人与技术交互的视角.管理世界, 37(1), 200–216.

17.张志学,赵曙明,连汇文,谢小云.(2021).数智时代的自我管理和自我领导:现状与未来.外国经济与管理, 43(11),3–14.

18.赵莉,罗瑾琏,张芹.(2023).职业召唤对员工创新行为的双刃剑效应.中国人力资源开发, 40(9), 58–72.

19.赵曙明,张敏,赵宜萱.(2019).人力资源管理百年:演变与发展.外国经济与管理, 41(12), 50–73.

20. Aust F., Beneke T.&Peifer C. et al.(2022). Therelationship between flow experience and burnout symptoms:Asystematic review. International Journal of Environmental Researchand Public Health, 19(3), 1–30.

21. Barthelm?s M., St?ckle D.&Keller J.(2025). A relevantantecedent of flow experience:Task meaningfulness. Journal ofHappiness Studies, 26(8), 140.

22. Bakker B.(2008). The work-related flow inventory:Construction and initial validation of the wolf. Journal ofVocational Behavior, 72(3), 400–414.

23. Csíkszentmihályi M.(1990). Flow:The psychology ofoptimal experience. NY:Harper and Row.

24. Dalessandro C.&Lovell A.(2025). What it means tothrive:A qualitative, interdisciplinary exploration of employees’understandings of thriving at work. International Journal ofQualitative Studies on Health and Well-Being, 20(1), 2593081.

25. Gallegos A., Londo?o-Celis W.&Rodríguez Z. L., etal.(2025). Analysis of female leadership trends in the context ofhigher education. Cogent Education, 12(1), 2486667.

26. Goh Z., Eva N.&Kiazad K., et al.(2022). An integrativemultilevel review of thriving at work:Assessing progress andpromise. Journal of Organizational Behavior, 43(2), 197–213.

27. Goldsby G., Goldsby A.&Neck C. B., et al.(2021). Self-leadership:A four decade review of the literature and trainings.Administrative Sciences, 21(11), 22–34.

28. Hamari J.&Koivisto J.(2015)."Working out for likes":An empirical study on social influence in exercise gamification.Computers in Human Behavior, 50(9), 333–347.

29. Hwang S. J.&Hong A. J.(2024). A study on researchtrends in thriving at work using topic modeling. The AcademicSociety of Global Business Administration, 21(3), 48–70.

30. Houghton D., Dawley D.&Diliello C.(2012). Theabbreviated self-leadership questionnaire:A more concise measureof self-leadership. International Journal of Leadership Studies, 29(6),533–546.

31. Knotts K., Houghton J.&Pearce C., et al.(2022). Leadingfrom the inside out:A meta-analysis of how, when, and why self-leadership affects individual outcomes. European Journal of Workand Organizational Psychology, 31(2), 273–291.

32. Koivisto J.&Hamari J.(2017). The rise of motivationalinformation systems:A review of gamification research. InternationalJournal of Information Management, 31(4), 191–210.

33. Lang R.&Jarvenpaa S.(2005). Managing the paradoxes ofmobile technology. Information Systems Management, 22(4), 7–23.

34. Manz C.(1986). Self-leadership:Toward an expandedtheory of self-influence processes in organizations. Academy ofManagement Review, 11(3), 585–600.

35. Manz C.(1992). Self-leadership...The heart of empowerment.The Journal for Quality and Participation, 15(4), 80–85.

36. Mitchell R., Schuster L.&Jin H. S.(2020). Gamificationand the impact of extrinsic motivation on needs satisfaction:Making work fun? Journal of Business Research, 56(8), 1–8.

37. Oliveira W.&Hamari J.(2025). Flow experience ingameful approaches:A systematic literature review, scientometricanalysis, and research agenda. International Journal of Human-Computer Interaction, 41(20), 13113–13139.

38. Porath C., Spreitzer G. Gibson C.&Garnett G.(2012).Thriving at work:Toward its measurement, construct validation,and theoretical refinement. Journal of Organizational Behavior,3(2), 250–275.

39. Spreitzer G., Porath L.&Gibson C.(2012). Toward humansustainability:How to enable more thriving at work. OrganizationalDynamics, 41(2), 155–162.

40. Spreitzer G., Sutcliffe K.&Dutto J.(2005). A sociallyembedded model of thriving at work. Organization Science, 16(5),537–549.

41. Spreitzer G., Sutcliffe K.&Dutton J., et al.(2004).Enabling thriving at work:A process model of human growth inorganizations. Organization Science, 11(2), 1–49.

42. Taser D., Aydin E.&Torgaloz O., et al.(2022). Anexamination of remote E-working and flow experience:The role oftechnostress and loneliness. Computers in Human Behavior, 23(9),1–10.

43. Tomar A., Suryavanshi C.&Nayak K. R.(2026). Teachingthat sticks:Leveraging bingo-based gamification for deep engagementand long-term retention in medical physiology. Educación Médica,27(1), 101141.

44. Vakeel K. A., Chakraborty S.&Black L.(2025). Remotework in the metaverse:The impact of gamification and online socialconnectedness on job satisfaction. Decision Support Systems, 193(6),114447.

45. Xi N.&Hamari J.(2019). Does gamification satisfyneeds? A study on the relationship between gamification featuresand intrinsic need satisfaction. International Journal of InformationManagement, 46(7), 210–221.

46. Yoo S., Hong S.&Lee Y.(2025). Adaptive expertise as anengine for thriving:How interactions between job and contextualresources lead to thriving at work. Human Resource DevelopmentQuarterly, 36(3), 10005.

1.本研究参考王磊和宗睿(2025)将新生代员工样本年龄限定在30岁以内的做法,并结合本研究聚焦于工作场景游戏化,需重点考察对游戏机制接受度较高、更贴近业务执行层面的年轻中基层员工的特点,以“95后”这一典型时间节点为依据,将新生代员工界定为1995年及以后出生的在职群体,其成长历程与互联网、移动终端、电子游戏的普及高度同步,在行为上表现出对科层规则的超越意愿,偏好灵活协作与自主决策;在认知上具备较高的数字素养,对积分、虚拟角色等游戏元素具有天然的接受倾向,这些特质构成了其区别于其他代际群体的关键边界。

基本信息:

DOI:10.16471/j.cnki.11-2822/c.2026.1.002

中图分类号:F272.92

引用信息:

[1]陈园园,高良谋,毕玮,等.工作场景游戏化对新生代员工自我领导的赋能机制研究[J].中国人力资源开发,2026,43(01):25-39.DOI:10.16471/j.cnki.11-2822/c.2026.1.002.

基金信息:

教育部人文社会科学研究青年项目(24YJC630021)

发布时间:

2026-01-15

出版时间:

2026-01-15

引用

GB/T 7714-2015 格式引文
MLA格式引文
APA格式引文