Z KUŞAĞI TURİZM ÖĞRENCİLERİNİN OYUNLAŞTIRMA KİŞİLİK TİPLERİ İLE BEŞ KİŞİLİK TİPLERİ ARASINDAKİ İLİŞKİNİN İNCELENMESİ
Yıl 2022,
Sayı: 53, 99 - 118, 28.10.2022
Gamze Utar
,
Senem Yazıcı
Öz
Otel işletmeleri, turist ve işgörenin aynı anda etkileşimde bulunduğu fiziksel bir iş ortamına sahiptir. Z kuşağı dijitalleşen sanal dünyada büyüdüğünden dolayı iş ortamından beklentileri farklı olmuştur. Bu farklılıkların başında otellerde insan kaynakları yönetimlerinin geleneksel yaklaşımlarını değiştirme zorunlulukları gelmektedir. İnsan kaynakları yönetimleri yenilikçi bir strateji olarak oyunlaştırma uygulamalarına yönelmişlerdir. İnsan kaynakları kişilik ve oyunlaştırma kullanıcı tipleri eşleşmesi sonucunda doğru kişiyi, doğru işe yerleştirebilmektedir. Ayrıca elde edilen kişilik sonuçları ile işgörenlerine uygun oyunlaştırma tasarımları yapılmasına olanak sağlayabilmektedir. Bu araştırma mevcut ve potansiyel işgören olan Z kuşağı turizm öğrencilerinin oyunlaştırma kullanıcı tipleri ile beş faktör kişilik tiplerinin belirlenerek aralarındaki ilişkinin incelenmesini amaçlamaktadır. Araştırma nicel yöntem kullanılarak gerçekleştirilmiştir. Araştırma evreni 953 turizm fakültesi öğrencileri oluşturmakta olup kolayda örneklem yöntemi ile toplam 449 katılımcıya ulaşılmıştır. Veriler anket yöntemi ile çevrimiçi Question Pro platformunda toplanmıştır. Toplamda 280 adet kullanılabilir anket analizlere dahil edilmiştir. Katılımcılardan elde edilen verilerin ortalama ve yüzdelik değerleri en yüksek ve en düşük oyunlaştırma ve kişilik tiplerinin belirlenmesini sağlamıştır. Araştırma hipotezleri korelasyon analiziyle test edilmiştir. Araştırma bulgularına göre turizm öğrencilerinin düzen bozucu oyunlaştırma kullanıcı tipi ve sorumluluk sahibi kişilik tipi en yüksek bulunmuştur. Hipotez testleri sonucunda oyunlaştırma kullanıcı tipleri ve kişilik tipleri arasında negatif yönlü ilişki tespit edilmiştir. Araştırma sonuçları, turizm ve diğer sektörlerde işgörenlerin kişilik ve oyunlaştırma kullanıcı tipleri çerçevesinde tiplemelerin (persona) oluşturulup oyunlaştırma tasarımının yapılmasının uygulamanın başarısı için anahtar rol oynayacağını ortaya koymaktadır. Z kuşağının fiziksel ve sanal dünyada farklı kişilik tipleri ile var olduğu sonucuna ulaşılmıştır.
Kaynakça
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EXAMINING THE RELATIONSHIP BETWEEN GAMIFICATION USER TYPES AND FIVE PERSONALITY TYPES OF GENERATION Z TOURISM STUDENTS
Yıl 2022,
Sayı: 53, 99 - 118, 28.10.2022
Gamze Utar
,
Senem Yazıcı
Öz
Hotel businesses have a physical work environment where tourists and employees interact at the same time. As Gen Z grew up in the digitalized virtual world, their expectations from the business environment were different. At the beginning of these differences is the necessity of changing the traditional approaches to human resources management in hotels. Human resource management has turned to gamification applications as an innovative strategy. Human resources can place the right person in the right job as a result of matching personality and gamification user types. In addition, with the personality results obtained, it can enable us to make gamification designs suitable for the employees. This research aims to determine the gamification user types and five-factor personality types of Gen Z tourism students, who are current and potential employees, and to examine the relationship between them. The research was carried out using the quantitative method. The population of the research consists of 953 tourism faculty students' and a total of 449 participants were reached with the convenience sampling method. The data was collected on the online Question Pro platform using the survey method. A total of 280 usable questionnaires were included in the analysis. The mean and percentage values of the data obtained from the participants enabled the determination of the highest and lowest gamification and personality types. Research hypotheses were tested by correlation analysis. According to the research findings, the disruptive gamification user type and the responsible personality type were highest score among tourism students. As a result of the hypothesis tests, a negative relationship was determined between gamification user types and personality types. The results of the research reveal that creating personas and gamification designs within the framework of personality and gamification user types of employees in tourism and other sectors will play a key role in the success of the application. It has been concluded that the Gen Z exists with different personality types in the physical and virtual worlds.
Kaynakça
- Agustin, R. D., Suwardi, I. S., Purwarianti, A. ve Surendro, K. (2013). “Knowledge representation and inference engine model of SAPS gaming concept”, Procedia Technology, 11, 696-703.
- Akgün, Ö. E. ve Topal, M. (2018). “The Turkish Adaptation Study of the Gamification User Types Hexad Scale”, International Journal of Assessment Tools in Education, 5/3, 389-402.
- Akgündüz, Y., Dalgıç, A. ve Kale, A. (2015). “Beş Faktör Kişilik Özelliklerinin Dönüşümcü Liderlik Davranışlarına Etkisi: Otel İşletmelerinde Bir Araştırma”, Uluslararası Alanya İşletme Fakültesi Dergisi, 7/3, 83-97.
- Almarshedi, A., Wills, G. B., Wanick, V. ve Ranchhod, A. (2015). “SGI: A Framework for Increasing the Sustainability of Gamification Impact”, International Journal for Infonomics (IJI), 8/1-2, 1044-1052.
- Altmeyer, M., Schubhan, M., Lessel, P., Muller, L. ve Krüger, A. (2020). “Using Hexad User Types to Select Suitable Gamification Elements to Encourage Healthy Eating”, In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, Honolulu, Hawaii, USA, 35-30 April, 2020.
- Aslan, Z., Ünüvar, Ş. ve Başoda, A. (2012). “Turizm Eğitimi Alan Öğrencilerin Kişilik Özelliklerinin Belirlenmesi ve Turizm Sektörüne Uyumu Açısından Değerlendirilmesi”, Anatolia Turizm Araştırmaları Dergisi, 23/2, 203-219.
- Aydın, Ş. (2004). “Otel İşletmelerinde Örgütsel Stres Faktörleri: 4-5 Yıldızlı Otel İşletmeleri Uygulaması”, Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 6/4, 1-21.
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