Digital Leisure Strategy to Improve Performance: The Role of After Work Games, Work Motivation, And Work Recovery Among Bank Indonesia Head Office Employees

Taufan Zakaria, Alifah Ratnawati

Abstract


This study examines the effect of gaming after work on work performance, with work recovery as a mediating variable and gaming motivation as a moderating variable among Millennial and Generation Z employees at the Head Office of Bank Indonesia. The study addresses a gap in prior research by integrating digital leisure activities into the recovery–performance framework within the context of Indonesian work culture. A quantitative approach was employed using Structural Equation Modeling–Partial Least Squares (SEM-PLS). Data were collected from 150 permanent employees selected through purposive sampling. The model was developed to analyze the direct, mediating, and moderating relationships among the variables. The results indicate that game after work positively influences work recovery, and work recovery significantly enhances work performance. However, games after work do not have a direct effect on work performance. Work recovery mediates the relationship between game after work and performance, suggesting that the impact of digital leisure on performance operates indirectly through psychological recovery. Gaming motivation moderates the relationship between game after work and work recovery. This study contributes to the growing literature on digital leisure and employee recovery by demonstrating that gaming after work functions primarily as a recovery mechanism rather than a direct performance driver. The findings offer practical implications for organizations in considering structured digital leisure strategies to support employee well-being and performance.


Keywords


Gaming; Motivation; Performance; Recovery.

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References


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DOI: http://dx.doi.org/10.30659/jrbi.v23i1.51712

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