Creative Performance of Indonesian Game Developers: An Empirical Study of Mediation Models of Creative Self-Efficacy and Creative Process Engagement
Author:
Putra Okta Prihatma Bayu1, Bandur Agustinus1, Kuncoro Engkos Achmad1, Sasmoko Sasmoko1
Affiliation:
1. Management Department, BINUS Business School Doctor of Research in Management, Bina Nusantara University, Jakarta 11480, INDONESIA
Abstract
Prior empirical research focused on creative performance was restricted to companies in the fashion industry and manufacturing industries. However, research on creative performance in the game industry is still lacking. Millennials and gen Z are the largest generational cohort in most companies. Previous studies show that both generations will work better in a non-formal environment. This study investigates the connection between creative performance and leader-member exchange in the context of game developers in Indonesia. Also examined were the relationship’s mediation effects of creative self-efficacy and engagement in the creative process. The study sample included 253 Indonesian game development companies respondents, and the data was analyzed using SMART-PLS. The findings showed that the relationship between a supervisor and a subordinate positively connected to creative performance and that creative self-efficacy and participation in the creative process mediated this positive association. This study recommends that managers and staff members establish informal interactions outside of work. Both sides must understand that creating such partnerships can lead to several advantageous results, including an increase in creativity.
Publisher
World Scientific and Engineering Academy and Society (WSEAS)
Subject
Economics and Econometrics,Finance,Business and International Management
Reference35 articles.
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