Silvia Ahmed Final thesis.pdf (7.24 MB)
An investigation of the effects of mental games as an intervention on perceived workload and objective productivity in call centre staff
thesis
posted on 2022-07-05, 15:27 authored by Silvia AhmedLong sitting hours and fatigue are common in call centre work. Call centre work
is associated with mental exhaustion and physical repercussions such as
musculo-skeletal disorders, cardiac problems and hindrances in circadian
cycles. The demanding nature of work reduces the autonomy to have flexible
working which may lead to physical and mental stress for the employees. While
there is some research on adding physical exercises to work routines, there is
limited research on utilizing mental games to enhance wellbeing and
productivity in the workplace for call centre employees.
To address the issue of long sitting hours and the associated health problems
in call centres in UK, this research was aimed at bringing flexible work changes,
such as introducing mental games in the work breaks to observe outcome on
factors such as objective productivity and perceived workload of call centre
employees. Three studies were conducted to achieve this goal. As a part of
the first study, an online questionnaire survey was sent to call centre
employees (n=84) to explore their perception of mental fatigue at work and the
extent of their willingness to take breaks and play mental games in those
breaks. It was found that the employees were taking adequate breaks but
found their work to be tiring and repetitive. Those employees with higher
seated time (42%) had a greater urge to take a break as compared to those
with shorter hours (37%). Employees who were willing to take breaks also had
a greater urge to take a longer break (33% compared to 29% of those not
willing to take additional breaks). Similarly, those employees who were seated
longer (61% compared to 47%) and willing to take breaks (61% compared to
47%) thought that game playing could help increase productivity. They
reported the thought that game playing contributed to mental alertness.
As a follow up to the online survey study, employees (n=10) were interviewed
to explore the factors contributing to fatigue/monotony in the workplace and
the effect that mental game playing might have on perceived workload and
objective productivity. Employees were not happy with the structured
scheduled breaks. Games were thought to bring a change in scenery and a positive distraction to relieve stress regardless of their role in productivity
increase.
The main study included a game playing intervention (n=32). This study was
conducted to observe the differences in perceived workload and objective
productivity in relation to mental game playing during breaks at work. The
results showed that perceived workload decreased in the middle of the
intervention period for the game playing group, while it decreased in the end
of the intervention period for the non-playing group. Similarly, objective
productivity increased at the end of the intervention period for the playing group
while it increased in the beginning of intervention period for the non-playing
group. Both perceived workload and objective productivity scores of the
intervention group was less across all weeks (average perceived workload=
41, average objective productivity = 37.7) compared to the comparison group
(average perceived workload = 46.25, average objective productivity = 55.62)
The final study attempted to understand the results of the game playing
intervention study from the participant’s perspective and explore other work
factors that could affect working conditions. This was achieved through
conducting focus group discussions (n=15). Participants reported the increase
in playing group productivity in week 4 because of the focus on improving their
performance just before completion of the intervention. They reported the
decrease in perceived workload in week 2 and week 3, as game playing being
mentally accepted in these weeks. Employees also highlighted that working
conditions, such as having to play games in the break schedules may help to
improve working conditions for call centre employees.
The findings of this PhD suggest the use of cognitive break activities as a
possible strategy for organizations and professional bodies to improve
objective productivity and perceived workload in the workplace. Further
research in game playing in the workplace can help improve job design to bring
improvement in objective productivity and perceived workload in call centres.
Funding
Abdul Wali Khan University, Mardan
History
School
- Design and Creative Arts
Department
- Design
Publisher
Loughborough UniversityRights holder
© Silvia AhmedPublication date
2021Notes
A Doctoral Thesis. Submitted in partial fulfilment of the requirements for the award of the degree of Doctor of Philosophy at Loughborough University.Language
- en
Supervisor(s)
Michael Fray ; Laurence CliftQualification name
- PhD
Qualification level
- Doctoral
This submission includes a signed certificate in addition to the thesis file(s)
- I have submitted a signed certificate