Does Gamification Motivate Gig Workers? A Critical Issue in Ride-Sharing Industries

Rahmanto Prabowo, Y. G. Sucahyo, Arfive Gandhi, Y. Ruldeviyani
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引用次数: 7

Abstract

The gamification in ride-sharing applications is actualized in a point system for incentives and ratings for feedback. By growth of driver’s number, the current gamification is facing problems. Drivers should spend more time and serve more orders to achieve targeted points. As the impact, their performance got worse, and their customers’ satisfaction was reduced. To analyze the gamification effect on driver motivation, this study synthesizes Self Determination Theory (SDT) and Motivational Affordance Perspective (MAP). This study is a case study based on empirical data using a quantitative approach. By involving 103 participants, this study examines seven variables: Identified Regulation, External Regulation, Need for Autonomy, Self-Efficacy, Playfulness, Extrinsic Motivation, and Intrinsic Motivation. After mapping them into nine hypotheses, there were five accepted ones. The results unveiled that gamification can influence extrinsic motivation, but it cannot influence intrinsic motivation. As general interpretation, gamification motivates drivers to take more orders since they are forced to reach targeted points. This study provides recommendations for ride-sharing operators to improve gamification by adding new features to cover self-efficacy, need for autonomy, and playfulness in order to influence drivers’ intrinsic motivation.
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游戏化能激励零工吗?共享出行行业的一个关键问题
拼车应用的游戏化是通过积分系统来实现的,积分系统用于激励和反馈评级。随着司机数量的增长,当前的游戏化面临着一些问题。司机应该花更多的时间和服务更多的订单,以达到目标积分。由于受到影响,他们的业绩变差了,客户的满意度降低了。为了分析游戏化对驾驶员动机的影响,本研究综合了自我决定理论(SDT)和动机支持理论(MAP)。本研究是以实证数据为基础,运用定量方法进行个案研究。本研究共涉及103名参与者,考察了7个变量:识别调节、外部调节、自主需求、自我效能、游戏性、外在动机和内在动机。在将它们映射成9个假设之后,有5个被接受的假设。结果表明,游戏化可以影响外在动机,但不能影响内在动机。一般的解释是,游戏化促使司机接受更多订单,因为他们被迫到达目标点。本研究为网约车运营商提供了改善游戏化的建议,通过增加新的功能来覆盖自我效能感、自主性需求和游戏性,以影响司机的内在动机。
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