Background:In the field of organizational behavior,various aspects that have an impact on employee well-being gradually become a focus of attention.Among them,performance pressure,which is a component of workplace str...Background:In the field of organizational behavior,various aspects that have an impact on employee well-being gradually become a focus of attention.Among them,performance pressure,which is a component of workplace stressors that has a great influence on employees’job performance as well as well-being,has been little studied.Therefore,this paper constructs a research model,which uses workplace anxiety as a mediating variable and vocational delay of gratification as a moderating variable,to explore the impact of performance pressure on employee well-being.Methods:Reliable data were collected by questionnaire method and data analysis was conducted with the help of SPSS 26.0.In this paper,the data statistics are carried out by correlation analysis,mediation effect analysis,and moderating effect analysis,and the regression analysis is further studied.Results:The finding shows that performance pressure impacts employee well-being negatively,and workplace anxiety has a significant negative impact on employee well-being.When the workplace anxiety variable is added,the negative impact of performance pressure on employee well-being is still significant.Therefore,it can be verified that workplace anxiety plays an intermediary role in the influencing mechanism of performance pressure on employee well-being.While high vocational delay satisfaction weakens the influence of performance pressure on employee well-being.It’s interesting that under the adjustment of low delayed gratification,low-performance pressure will lead to higher employee well-being,and the organization’s conscious reduction of performance pressure is conducive to improving employeewell-being,and under the adjustment of high delayed gratification,low-performance pressure leads to higher employee well-being,and high-performance pressure leads to lower employee well-being,which shows the weakening effect of high delayed gratification,that means vocational delay gratification plays a negative regulating role in the influencing mechanism of performance pressure and employee well-being.Conclusion:Under the mediating role of workplace anxiety,performance pressure has a significant negative impact on employee well-being,and in this influence mechanism,vocational delay gratification plays a significant negative moderating role.展开更多
With the expansion of the female player base and the increase in their purchasing power,the female-oriented game market has gradually risen.This paper employs the Uses and Gratifications Theory as a framework,using th...With the expansion of the female player base and the increase in their purchasing power,the female-oriented game market has gradually risen.This paper employs the Uses and Gratifications Theory as a framework,using the successful case of Love and Deep Space to explore how female players satisfy their specific social and psychological needs through gaming.The study finds that female-oriented games effectively meet the diverse needs of female players in terms of content design,interactive experiences,and community building,further promoting the prosperity and development of the female-oriented game market.展开更多
Interactivity in online newspapers is the focus of this chapter in eliciting readers’evaluation of Zambian online newspapers.This aspect of the study investigates and characterises the motivations(gratification sough...Interactivity in online newspapers is the focus of this chapter in eliciting readers’evaluation of Zambian online newspapers.This aspect of the study investigates and characterises the motivations(gratification sought)for use of interactivity features(“process motivation”)and how widely they are used.It also attempts to ascertain the gratification obtained from their use among readers.The probable relationships between use of the interactivity features(“audience interactivity”)and gratification obtained from them(“process gratification”)and the impact of the perceived credibility of the online newspapers on gratification are also examined.Past studies present mixed results on use of interactivity and gratification obtained from it.This study finds that use of interactivity in Zambian online newspapers is at a low level,although among the three broad categorisations of features of online newspapers,interactivity attracts greater use than hyper-textuality and multi-mediality.Human interactivity features-“knowing what others think about an issue”,“chat on the Facebook page of the newspaper”,“ability to navigate on the Facebook page of the newspaper”,and“posting own comments on stories”-are the main motivations for use of online newspapers,the most frequently used,and the most gratifying to the readers.While readers express an interest in interacting with other readers via online newspapers,they seem less interested in posting their own stories as“citizen journalists”and linking up with the publishers and editors.This finding challenges the notion that all new media are catalysts of participatory and cyclic communication.展开更多
基金funded by the Hebei Provincial Party School of the CPC(Hebei Institute of Administration)Innovation Engineering Research Project(National Social Science Fund Cultivation Special)Nanjing University of Finance and Economics Major Special Teaching Reform Project“Research on Personalized Learning Mode and Implementation Path for College Students under the Background of Smart Education”the China Postdoctoral Science Foundation(Grant number:2019M662309).
文摘Background:In the field of organizational behavior,various aspects that have an impact on employee well-being gradually become a focus of attention.Among them,performance pressure,which is a component of workplace stressors that has a great influence on employees’job performance as well as well-being,has been little studied.Therefore,this paper constructs a research model,which uses workplace anxiety as a mediating variable and vocational delay of gratification as a moderating variable,to explore the impact of performance pressure on employee well-being.Methods:Reliable data were collected by questionnaire method and data analysis was conducted with the help of SPSS 26.0.In this paper,the data statistics are carried out by correlation analysis,mediation effect analysis,and moderating effect analysis,and the regression analysis is further studied.Results:The finding shows that performance pressure impacts employee well-being negatively,and workplace anxiety has a significant negative impact on employee well-being.When the workplace anxiety variable is added,the negative impact of performance pressure on employee well-being is still significant.Therefore,it can be verified that workplace anxiety plays an intermediary role in the influencing mechanism of performance pressure on employee well-being.While high vocational delay satisfaction weakens the influence of performance pressure on employee well-being.It’s interesting that under the adjustment of low delayed gratification,low-performance pressure will lead to higher employee well-being,and the organization’s conscious reduction of performance pressure is conducive to improving employeewell-being,and under the adjustment of high delayed gratification,low-performance pressure leads to higher employee well-being,and high-performance pressure leads to lower employee well-being,which shows the weakening effect of high delayed gratification,that means vocational delay gratification plays a negative regulating role in the influencing mechanism of performance pressure and employee well-being.Conclusion:Under the mediating role of workplace anxiety,performance pressure has a significant negative impact on employee well-being,and in this influence mechanism,vocational delay gratification plays a significant negative moderating role.
文摘With the expansion of the female player base and the increase in their purchasing power,the female-oriented game market has gradually risen.This paper employs the Uses and Gratifications Theory as a framework,using the successful case of Love and Deep Space to explore how female players satisfy their specific social and psychological needs through gaming.The study finds that female-oriented games effectively meet the diverse needs of female players in terms of content design,interactive experiences,and community building,further promoting the prosperity and development of the female-oriented game market.
文摘Interactivity in online newspapers is the focus of this chapter in eliciting readers’evaluation of Zambian online newspapers.This aspect of the study investigates and characterises the motivations(gratification sought)for use of interactivity features(“process motivation”)and how widely they are used.It also attempts to ascertain the gratification obtained from their use among readers.The probable relationships between use of the interactivity features(“audience interactivity”)and gratification obtained from them(“process gratification”)and the impact of the perceived credibility of the online newspapers on gratification are also examined.Past studies present mixed results on use of interactivity and gratification obtained from it.This study finds that use of interactivity in Zambian online newspapers is at a low level,although among the three broad categorisations of features of online newspapers,interactivity attracts greater use than hyper-textuality and multi-mediality.Human interactivity features-“knowing what others think about an issue”,“chat on the Facebook page of the newspaper”,“ability to navigate on the Facebook page of the newspaper”,and“posting own comments on stories”-are the main motivations for use of online newspapers,the most frequently used,and the most gratifying to the readers.While readers express an interest in interacting with other readers via online newspapers,they seem less interested in posting their own stories as“citizen journalists”and linking up with the publishers and editors.This finding challenges the notion that all new media are catalysts of participatory and cyclic communication.