Journal of Indonesian Economy and Business
Vol 41 No 2 (2026): May

Addressing Cyberloafing through Gamification Strategy to Increase Productivity in the Digital Era

Arief Dwi Saputra (Department of Business Administration, Social Sciences Institute, Bursa Teknik Üniversitesi, Bursa, Türkiye and Department of Management, Faculty of Economic and Business, Universitas Muhammadiyah Yogyakarta, Indonesia)
Alfina Rahmatia (Department of Islamic Economics and Banking Participation, Social Sciences Institute, Bursa Uludağ Üniversitesi, Bursa, Türkiye)
Zulmi Ramdani (Department of Psychology, Social Sciences Institute, Bursa Uludağ Üniversitesi, Bursa, Türkiye
and UIN Sunan Gunung Djati, Bandung, Indonesia)

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



Article Info

Publish Date
26 May 2026

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.

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Journal Info

Abbrev

jieb

Publisher

Subject

Decision Sciences, Operations Research & Management Economics, Econometrics & Finance

Description

Journal of Indonesian Economy and Business (JIEB), with registered number print ISSN 2085-8272; online ISSN 2338-5847, is open access, peer-reviewed journal whose objective is to publish original research papers related to the Indonesian economy and business issues. This journal is also dedicated to ...