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研究生: 珍妮佛
Jennifer Leigh Norris
論文名稱: Enterprise Gamification of International Fitness Centers for Service Quality Improvement 以企業遊戲化提升國際健身中心服務品質
以企業遊戲化提升國際健身中心服務品質
指導教授: 林博文
Lin, Bo Wen
楊千旻
Yang, Celeste
口試委員: 林博文
Lin, Bor Wen
楊千旻
Yang, Celeste
洪世章
Hung, Shih-Chang
涂敏芬
Tu, Min-Fen
學位類別: 碩士
Master
系所名稱: 科技管理學院 - 國際專業管理碩士班
International Master of Business Administration(IMBA)
論文出版年: 2013
畢業學年度: 101
語文別: 英文
論文頁數: 70
中文關鍵詞: 以企業遊戲化提升國際健身中心服務品質健身中心
外文關鍵詞: Fitness Center
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  • Enterprise gamification is the process of turning non-game internal business processes into complete games or adding game elements to non-game internal enterprise activities to achieve business objectives. It is a growing practice commonly used along with external or consumer gamification to increase engagement and motivation among employees and thereby meet business objectives. Consumer gamification is currently being explored across a number of industries, including the fitness industry, but there is a lack of research on enterprise gamification within the fitness industry and particularly fitness centers. The fitness center industry is a focal point for current consumer gamification efforts and the environment of the fitness center industry is growing increasingly competitive with much demand falling on employee development and performance, as fitness center employee performance is a determining factor in member service quality perceptions, and in gaining a competitive advantage. This thesis matches studies on the effects of enterprise gamification against fitness center service quality scales, studies of fitness center and emotional employee motivating factors and fitness center business objectives with a focus on application to international fitness centers. I conclude that enterprise gamification can lead to enhancement of many elements of fitness center service quality scales, using fitness center service quality scales to achieve a broader scope, and show how gamification could improve each scale individually, indicating a potential benefit for an international fitness center that has to account for differences in populations across countries.


    Table of Contents Chapter 1: Introduction 1.1 Overview 1.2 Research Methods 1.3 Limitations Chapter 2: Enterprise Gamification Analysis 2.1 Enterprise Gamification Defined and Explained 2.1.1 Enterprise Gamification Defined 2.1.2 Why is Gamification Important Now? 2.2 Anatomy of Gamification 2.2.1 The Four Game Dynamics 2.2.1.1 Goals 2.2.1.2 Rules 2.2.1.3 Feedback 2.2.1.4 Voluntary Participation 2.2.2 Game Composition 2.2.2.1 Gamification at its Most Basic- Points Badges Leaderboards (PBL’s) 2.2.3 Bartle’s Player Types 2.2.4. Refutations of Gamification Chapter 3: Fitness Center Industry Analysis 3.1 International Fitness Center Profile 3.1.1. Introduction 3.1.2. Fitness Center Background and Gamification Potential 3.2 Scales of Service Quality in Fitness Centers 3.3 Customer Ratings of Three Major International Fitness Centers 3.4 From Employees to Service Quality in Fitness Center: Internal Business Objectives 3.4.1 Employee Motivation in Fitness Centers 3.4.2. Employee Complaints 3.4.3. Employee Tasks and Desired Behaviors for Service Quality Improvement 3.4.4. Insight into Fitness Center Employees 3.4.5. Trends in the Fitness Industry Affecting Employees Chapter 4: Gamification Applied to Fitness Centers 4.1. Literature Review 4.1.1. Employee Motivation 4.1.1.1. Extrinsic Motivators 4.1.1.2. Intrinsic Motivators 4.1.2 The Success of a Gamified System 4.1.2.1 Enhancing Influences 4.1.2.2 Inhibiting Influences and Causes of Failure in Gamification 4.1.2.2.1. Internal Factors that Inhibit Effectiveness 4.1.2.2.2. Game Design Factors that Inhibit Effectiveness 4.1.2.2.3. Strategic Factors that Inhibit Effectiveness 4.2. Gamifications Potential Impact on Fitness Center Service Quality 4.2.1. Paths to From Gamification to Motivation, Engagement and Satisfaction in Fitness Centers 4.2.1.1. From Motivation, Engagement and Satisfaction to Service in Fitness Centers 4.2.1.2. Gamification and Fitness Center Employee Learning and Development 4.2.2. Enterprise Gamification and Fitness Industry Service Quality Factors 4.2.2.1. Gamification and the Scale of Attributes of Fitness Centers (SAFS) 4.2.2.2. Gamification and the Quality Excellence of Sports Centers (QUESC) 4.2.2.3. Gamification and the Scale of Quality in Fitness Services (SQFS) 4.2.2.4. Gamification and the Service Quality Assessment Scale (SQAS) 4.2.2.5. Gamification and the Service Quality Scale for Fitness Centers (SQS-FC) Chapter 5: Summary Chapter 6: Recommendations References

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