遊戲化(Gamification)是指以加入遊戲元素的方式,來改變人類對某件事物的態度與行為。此一詞於近幾年才開始被廣泛討論,實務應用也以居家休閒類為主,極少應用於組織內部的管理資訊系統,甚至會計資訊系統中。本研究以私校報帳子系統為個案實驗平台,除比較遊戲化前後的預算執行成效外,同時利用科技接受模型加以解釋,並探討遊戲化對作業品質之影響。實驗後發現,使用者的「遊戲評價」能夠正向影響「認知易用性」及「認知有用性」,進而影響「使用態度」,最後影響「使用意圖」;實驗期間的月報帳比例也較他年平均,但影響效果卻會隨著時間而遞減。獎盃排名系統,則可以讓管理者與使用者隨時掌握預算的執行進度,甚至讓使用者更關心自己的工作績效。
Gamification has been widely applied and studied in different domains. It is the use of game thinking and game mechanics in non-game contexts to change users thought and attitude. A core gamification strategy is rewards for players who accomplish desired tasks. In this research, we applied gamification in a private university administration accounting system. And making the rewards for accomplishing tasks visible to other users or providing leader boards are ways of encouraging users to compete. We not only compare the effectiveness of budget execution and also use technology acceptance model (TAM) to analyze how the gamification effect the working quality. Game feedback could positive effect the perceived ease-of-use and the perceived usefulness. The attitude toward using would be affected in these two variables and finally affect the behavioral intentions to use. During the experiment, the proportion of reimbursement per month is more evenly than other years, but the impact of the effect decrease over time. Trophy ranking system allows administrators and users can keep track of progress in implementing the budget, and even allows users to care more about their job performance.