Rr. Sri Handari Wahyuningsih
Department of Management, Faculty of Economic and Business, Universitas Muhammadiyah Yogyakarta, Indonesia

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Addressing Cyberloafing through Gamification Strategy to Increase Productivity in the Digital Era Arief Dwi Saputra; Alfina Rahmatia; Zulmi Ramdani; Rr. Sri Handari Wahyuningsih
Journal of Indonesian Economy and Business Vol 41 No 2 (2026): May
Publisher : Faculty of Economics and Business, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jieb.v41i2.11620

Abstract

Introduction/Main Objectives: The digital era has led to cyberloafing behavior in the process of digital transformation, thereby reducing productivity. Background Problems: The increasing prevalence of cyberloafing behavior in the digital era presents a challenge. While it may alleviate boredom and stress, it can also lead to decreased workplace productivity if not appropriately managed. Novelty: The use of gamification strategies will be tested on cyberloafing factors towards increasing productivity. Research Methods: This study uses a quantitative approach. Data are collected using a questionnaire administered to a sample recruited using a purposive sampling technique. The total sample comprises 170 respondents who are employees in the micro, small and medium enterprise (MSME) business sector. The data is processed using SEM with the assistance of AMOS 24 software. Findings/Results: The findings in this study indicate positive and significant relationships between all variables and indicators. Conclusion: Cyberloafing behavior can be directed in a positive direction by increasing productivity through gamification strategies. This is because gamification addresses the psychological tendency of humans to become bored by creating a more pleasant work environment through interesting activities and experiences while still maintaining a focus on managerial goals through game design.