from the article: "In the Netherlands, housing corporations are increasingly adopting self-service technologies (SSTs) to support affairs their tenants need to arrange. The purpose of the study is to examine the customers’ motivations of using SSTs in the context of the Dutch public housing sector. An empirical investigation is presented based on a sample of 1,209 tenants. Using partial least squares (PLS), the acceptance model of Blut, Wang, and Schoefer is adopted and tested. The results show that especially the need for interaction negatively influence the adoption of SSTs by tenants. Positively, subjective norm and self-efficacy influence the adoption. Furthermore, playfulness negatively influences this adoption. Developers of SSTs should focus on its ulitalitarian function, rather then invest in its playfulness. Moreover, adoption is propelled by the encouragement of others. This can be enhanced by positive word-of mouth and should therefore stimulated."
Numerous organizations have embarked on playful endeavors such as serious gaming (playing games with a learning/training purpose) and 'gamification' (applying game technology and principles to make existing practices more game-like). One could consequently theorize about the dawn of playful organizations, i.e. a type of organization that is culturally and structurally playful. This article offers a first step towards a playful organization theory. It specifically offers a conceptual framework of a playful organizational culture. Following a review of play theory as well as organization and management theory that was inspired by play, the author describes a playful organizational culture as encompassing contingency, opportunism, equivalence, instructiveness, meritocracy and conviviality as values. The framework offers leaders, managers and game/play designers opportunities to further develop playful endeavors for organizations. It also offers social scientists opportunities to further research the emergence and issues of playful organizations.
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