Performance Mgmt - Gamification Flashcards

1
Q

Performance Management Definition (Bevan and Thompson 1992)

A

to ensure that employees’ performance is captured, measured and assessed, good performance rewarded and reinforced; and poor performance made known and issues addressed

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2
Q

PM Stages

A

Define (job desc)
Plan (objectives)
Monitor (manager support and review)
Assess (link to pay, reward)

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3
Q

Consider!

A

PM via market (quality, responsiveness) or workers (ethical, meaningful, competent)
Long vs short-term targets? Issues with complacency or if too easy long-term sustainability is compromised - also what is prioritised?

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4
Q

Individual Level

A

appraise a person’s outputs, outcomes, results, skills, capabilities, and/or potential?
goals are seen as motivators - drawing on goal theory (Locke 1968)
individuals motivated to act provided they expect to achieve the goals (Vroom’s Expectant Theory 1964)

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5
Q

Problems With Gamification

A

low worker engagement, low worker motivation, low levels of worker job satisfaction, low productivity, high levels of turnover

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6
Q

Gamification Definition (Woodwock and Johnson 2018)

A

understood as the application of game systems, competition, rewards, quantifying player/user behaviour - into non-game domains, such as work, productivity and fitness

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7
Q

Management Discourses (Deterding 2018)

A

choice architecture: casts people as rational actors and games as perfect information/incentive dispensers - giving managers fine-grained control over behaviour - links with scientific management
humanistic design: casts people as growth-oriented - and games as environments optimally designed to afford positive, meaningful experiences - focus on experience

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8
Q

Above and Below

A

from-above: the optimisation and rationalising of work practices by management
from-below: a form of active, worker resistance against control at work
counter-gamification: adding ridiculous words into script (e.g. giraffe

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