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面向健康科学馆员的工作场所幸福游戏干预,以应对倦怠。

A workplace well-being game intervention for health sciences librarians to address burnout.

出版信息

J Med Libr Assoc. 2020 Oct 1;108(4):605-617. doi: 10.5195/jmla.2020.742.

DOI:10.5195/jmla.2020.742
PMID:33013218
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7524620/
Abstract

OBJECTIVE

The authors measured burnout among health sciences librarians at their institution and determined whether a serious game intervention could improve personal and workplace well-being.

METHODS

A modified American Medical Association Mini-Z burnout survey was administered to library faculty in 2016 and both library faculty and staff in 2017. A three-month team-based game was implemented and assessed as an intervention to improve well-being among library employees. After the game, the burnout survey was re-administered to employees in 2018.

RESULTS

Library faculty scored poorly on burnout indicators, with 38%-73% of faculty reporting emotional exhaustion and 54%-91% reporting job-related stress over the years. In 2017, 62% of library staff members reported experiencing burnout and 38% indicated they felt a great deal of stress because of their jobs. Regarding the game intervention, 70% of post-game survey respondents reported that the game encouraged them to socialize with colleagues. Qualitative coding of survey responses resulted in 4 themes describing the most enjoyable aspects of the game: sociability, motivation, game play, and fun. Employees found that the game was a useful strategy for encouraging a more social culture with fun activities.

CONCLUSIONS

Similar to previous studies of librarians and health professionals, health sciences librarians at our institution experienced burnout. Although the game intervention did not significantly reduce burnout or increase job satisfaction, it improved collegiality and recognition. Therefore, a workplace well-being game can encourage team building but may not sufficiently address the root causes of health sciences librarian burnout.

摘要

目的

作者测量了机构内健康科学图书馆员的倦怠情况,并确定了严肃游戏干预是否可以改善个人和工作场所的幸福感。

方法

2016 年对图书馆教师进行了修改后的美国医学协会迷你-Z 倦怠调查,2017 年对图书馆教师和工作人员进行了调查。实施了为期三个月的基于团队的游戏作为改善图书馆员工幸福感的干预措施,并对其进行了评估。游戏结束后,2018 年向员工重新进行了倦怠调查。

结果

图书馆教师在倦怠指标上得分不佳,多年来,有 38%-73%的教师报告情绪疲惫,54%-91%的教师报告与工作相关的压力。2017 年,62%的图书馆工作人员报告出现倦怠,38%的工作人员表示因工作感到压力很大。关于游戏干预,70%的游戏后调查受访者报告说,游戏鼓励他们与同事交往。对调查回复的定性编码产生了 4 个主题,描述了游戏最令人愉快的方面:社交性、动机、游戏玩法和乐趣。员工发现,该游戏是一种鼓励更具社交性和趣味性活动的有效策略。

结论

与之前对图书馆员和卫生专业人员的研究类似,我们机构的健康科学图书馆员也经历了倦怠。尽管游戏干预并没有显著降低倦怠或增加工作满意度,但它改善了同事关系和认同感。因此,工作场所幸福感游戏可以鼓励团队建设,但可能不足以解决健康科学图书馆员倦怠的根本原因。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1db5/7524620/fb706b5b50bb/jmla-108-4-605-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1db5/7524620/fb706b5b50bb/jmla-108-4-605-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1db5/7524620/fb706b5b50bb/jmla-108-4-605-g001.jpg

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