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A workplace well-being game intervention for health sciences librarians to address burnout
Journal of the Medical Library Association ( IF 2.9 ) Pub Date : 2020-10-01 , DOI: 10.5195/jmla.2020.742
Tallie Casucci 1 , Amy B Locke 2 , Autumn Henson 3 , Fares Qeadan 4
Affiliation  

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.

中文翻译:

健康科学图书馆员的工作场所福利游戏干预,以解决倦怠问题

目的:作者测量了他们机构健康科学图书馆员的倦怠,并确定了认真的游戏干预是否可以改善个人和工作场所的幸福感。方法:在 2016 年和 2017 年对图书馆教职员工进行了修改后的美国医学协会 Mini-Z 倦怠调查。实施了为期三个月的团队游戏,并将其评估为改善图书馆幸福感的干预措施雇员。比赛结束后,2018 年重新对员工进行了倦怠调查。结果:图书馆教师在倦怠指标上得分很低,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。年。2017年,62% 的图书馆工作人员表示他们经历过倦怠,38% 的工作人员表示他们因为工作而感到压力很大。关于游戏干预,70% 的赛后调查受访者表示游戏鼓励他们与同事交往。调查回复的定性编码产生了描述游戏最令人愉快的方面的 4 个主题:社交性、动机、游戏玩法和乐趣。员工发现游戏是一种有用的策略,可以通过有趣的活动来鼓励更多的社交文化。结论:与之前对图书馆员和卫生专业人员的研究类似,我们机构的卫生科学图书馆员经历了倦怠。虽然游戏干预并没有显着减少倦怠或提高工作满意度,但它提高了合作性和认可度。所以,
更新日期:2020-10-01
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