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Int. J. Advanced Networking and Applications
Volume: 08 Issue: 02 Pages: 3014-3020 (2016) ISSN: 0975-0290
3014
Effect of non-work related Internet usage on
stimulating employee organizational creativity
Sanaz Nikghadam Hojjati
Ph.D. Candidate of Information Technology Management, Department of Management and Economics, Science and
Research Branch, Islamic Azad University, Tehran, Iran
Email: s.nikghadam@srbiau.ac.ir
Hanieh ziaee Sarvineh Baqhi
Master Student of IT Management, Farabi Institute of Higher Education, Karaj, Iran
Email: hanieh.ziaee@gmail.com
----------------------------------------------------------------------ABSTRACT-----------------------------------------------------------
Creativity in organizational success has no alternatives in future and according to Internet which is an integral
part of any organization and usage of the organizational Internet resources for non-work purpose by employee is
current; This study intends to use stimulating creativity factors that has been extracted from earlier research for
investigate organizational creativity through non- work related Internet usage by using factors. Target
population are automotive manufacturer employees in their central offices and potential stimulating creativity
factors are: intrinsic motivation, independent thinking, information accessibility, curiosity and exploration, break
down technical barriers and collaboration. Data gathering is done by questionnaire and answers are designed by
Likert Scale. Sampling technique are cluster and random together. Statistical Software SPSS 22.0 is used for
Pearson correlation and investigate hypothesis. The method is library and field study. Findings are shown these
defined independent variables have positive and meaningful relationship to creativity but intrinsic motivation
and information accessibility have positive and reverse; curiosity and exploration and independent thinking have
positive and straight relationship through non-work related Internet usage.
Keywords: creativity, Internet, non-work related Internet usage, stimulating creativity
-------------------------------------------------------------------------------------------------------------------------------------------------
Date of Submission: Sep 17, 2016 Date of Acceptance: Sep 26, 2016
-------------------------------------------------------------------------------------------------------------------------------------------------
I. INTRODUCTION
The information revolution reforms ICT (Information
Communication Technology) in all around the all around
the world [1], so human can gain information as soon as
possible with extraordinary growth and rapid advances
through communication media such as internet technology
[2]. The findings of 2013 shows that more than 7.2 billion
people or 39% of the world's population are using the
Internet every day [3]; therefore there is a rising trend of
employees’ engagement in non- work related Internet
usage (NWRIU) and Internet is becoming a commodity in
organizations with an increase in accessibility by
professional from their own work desks [4].
As access to the Internet has become more common for
employee, so has their tendency to use Internet for non-
work purposes on the job. Thus the use of Internet for non-
work purposes has become almost inevitable at workplace
[5].
Many researchers stated that NWRIU has positive effects;
such as stress relief, creativity stimulation and job
satisfaction [6, 7, 8, 9, 10, 11]; but some researchers
announced that NWRIU has negative effects; such as
productivity loss and risks of damaging lawsuits [12, 4,
13, 14].
Despite the unique characteristics of the Internet and new
technologies for stimulating creativity, but organizations
concerned inevitably about employees’ NWRIU [11].
According to researchers findings; necessary base and
condition for implementing resistive economic and
dynamism of industrial companies for gaining technical
knowledge and sustainable production technology is
creativity. The only solution for today's complex markets
and having high capacity producing and new services with
unique and competitive features is creativity [15].
By removing the barriers to creative thinking, organization
effectiveness and efficiency will increase. As a result,
organization moves to more survival and vanguard in
market. Without creating a proper environment for the
flourishing of creativity, creativity is not possible. Neither
of these two important factors that could move apart from
each other and both of them must be aligned [16]. Many
successful organizations are trying to navigate their goals,
attitudes and interests for using creativity because there
are increasing complexity of organizations imbalance and
organization can not to predict and cope with the changes
and complexities [17].
Today managers have to change their management styles
in their organizations. Organizations must adopt specific
management techniques for creating motivation in human
resources and providing necessary training for Fostering
creativity and new ideas, because third millennium has
special features such as: increasing technology
development, Rapid changes in the economic, political,
social and cultural systems, using external resources for
internal processes, Merging companies, speed of
technological change, Reducing product life cycle and
boundless competitive market. The organization activities
Int. J. Advanced Networking and Applications
Volume: 08 Issue: 02 Pages: 3014-3020 (2016) ISSN: 0975-0290
3015
carried out under conditions of instability and dynamics,
only little hesitation and delay will lead to eliminate them
from the competition. So, creativity is very important
because it is an only way for creating, keeping and
maintaining competitive advantages [18].
Sustainable Development is today slogan that is based on
knowledge and creativity and the only competitive
advantage in the Digital Age [19]. So in current situation,
creativity is not necessity but also it is necessary for
survival [20, 21, 22, 23].If there is proper conditions for
training ideas; organizations are ready for using creative
staff ideas. Understanding effect factors on organizations
staff creativity and innovation can help organizations to
support them and preparing proper conditions for
organizational excellence [24].
One of the organization resources for creativity is
information technology [25] and there is positive
relationship between Internet components and user’s
ability level and creativity [26]. So this study intends to
use stimulating creativity factors that has been extracted
from earlier research for investigate organizational
creativity through NWRIU.
The main objectives of this research are as follows:
1- Determining the effect of Accessibility to
Information, Collaboration, Curiosity and
Exploration, Independent Thinking, Intrinsic
Motivation, Breaking down Technical Barriers
(stimulating factors) on creativity.
2- Determining the effect of Accessibility to
Information, Collaboration, Curiosity and
Exploration, Independent Thinking, Intrinsic
Motivation, Breaking down Technical Barriers
(stimulating factors) on organizational creativity
through NWRIU.
First reason for doing this research is fantastic view of
NWRIU and the second is positive and negative view gap
for this organizational Internet using. This research is
expected to prepare a comprehensive understanding on the
interaction between NWRIU and employee creativity. If
the result is positive, management can foster the creativity
within more suitable manners of promoting Internet
technology and if the result is negative, management will
be decided to change NWRIU efficiently
II. THEORETICAL CONCEPT AND LITERATURE
REVIEW
Creativity was defined as a developing process for novel
and imaginative view about different situation [27].
Luthans (organizational behavior professor) states that
creativity is combining ideas and individual and group
approaches in a new way [17].
Torrance defines creativity as process consisting
sensitivity about problems, shortages, pressures and lack
of harmonies. After this sensitivity; finding for new
solutions for problems and presenting hypotheses will be
started and then all hypotheses will be tested and
moderated until final result will be obtained [28].
However there are many individual and organizational
barrier to creativity such as lack of mental focus,
limitation, evalution, pressure, competition, lack of
motivation, skill and experiences [15], lack of flexibilty,
external motivation and soacial skills [29], time pressure,
Cumbersome rules [18], lack of confidence and
knowledge, inability to tolerate ambiguity and conflict
[30]
According to Internet characteristics and new technologies
for stimulating creativity [11], extensive and disruptive
NWRIU can potentially lead to negative effect; some
researcher findings such as Bock and Ling Ho (2009)
study shows that managers may encourage traditional non-
work related activities for employees to re-energize
themselves rather than non- work related computing which
may result in negative interruption and distraction from
work [4].
Increasing NWRIU in organization, employees spend
more time for it for example: instant messaging, accessing
online personal e-mails, online gaming, blogging, reading
Internet news, downloading software for personal use,
participating in online forum, maintaining personal
websites, random Internet surfing for personal interest,
Internet shopping, listening to music or movie and so on
[31].
The similarity between the features of the Internet and
those characterizing creative individuals has encouraged
Shoshani and Hazi (2007) to look for a theory that
justified the use of the Internet environment for enhancing
creativity. The Internet technology integrates different
type of media and tools. Thus it provides better
opportunities to minimize technical barriers through
increased exposure to varied set of technical aspects and
breaking through barriers is a necessary condition for
exploiting the multifaceted opportunities of Internet [32].
Csikzentmihalyi (2009) states that if firms want to be
creative, the first step is to make the information contained
in respective domains accessible to everyone in the
company and availability and accessibility of information
are important systemic properties for encouraging
organizational creativity [33]. Also Amabile (1997) states
accessibility and availability of information are important
component for employee’s creativity on their respective
domains of work [6].
Handzic and Chaimungkalanont (2004) state that informal
socialization had a stronger positive effect on creativity
than organized socialization. Although this research was
not limited to online socialization but their findings could
be applied in socialization concept thorough NWRIU
exactly [34]. Erikson and Beauvais (2000) announced by
increasing levels of diversity among team members,
decision making creativity and problem solving creativity
will be increased [35]. Also there some researchers who
discussed the importance of collaboration and creative
interactions for increasing creativity [36, 37, 38, 39, 40,
41].
Saunders (2009) recognized that curiosity is a motivation
to explore possibilities to relieve the uncertainty that
accompany an incomplete understanding of the conceptual
space [42]. Csikzentmihalyi have the same idea and states
if too few opportunities for curiosity is available and if too
many obstacles are placed in the way of risk and
Int. J. Advanced Networking and Applications
Volume: 08 Issue: 02 Pages: 3014-3020 (2016) ISSN: 0975-0290
3016
exploration, the motivation to engage in creative behavior
is easily extinguished [9]. Curiosity and exploration
displays a strong relationship with serendipity, where
curiosity and exploration may lead to serendipity. Further
curiosity and exploration would also encourage risk taking
behavior which is useful for creativity stimulation [43].
Boden (1993) confirms that exploring conditions and their
restriction are famous way to creativity [8].
In Asgari and Vakili (2012) study, the independent
thinking is recognized as factor for creativity stimulation
as Cohen and Oden (1974), Raina (1980), Maslow (1992),
Neller (1990), Heasacker (1981), Osborn (1996),
Simonton (1998), Chavin (1996), Naiman (2006) and Gary
(2003) [44, 33].
Vidal (2007) states that activities such as online games can
potentially enhance independent thinking and ultimately
stimulate creativity. He explains that a natural medium for
creative expression is play [45]. Playing has a positive
effect on creativity stimulation [22, 46, 47, 48, 49]
Creative play provides an opportunities to: develop the
imagination, think independently, cooperate and
communicate and experience freedom of choices [45].
Also in Stephen (2004) study, independent thinking is
determined as a creativity stimulating factor on children
but it can be applied to adult creativity stimulation in an
online environment as well [50].
Adams (2005) states that motivation as a creativity source
has key role and important component in creativity
stimulation and organizational support can reinforce it.
But intrinsic motivation is more effective than extrinsic
one [51]. In Amabile study (1997), there is abundant
evidence that people will be most creative when they are
primarily intrinsically motivated, rather than extrinsically
motivated by expected evaluation, competition with peers,
surveillance or promise of reward, because intrinsic
motivation indicates that the reasons for doing things
come from within – from passion and pleasure, not as a
result of external demands or pressure [6].
According to Morris (2005) study, when creativity is
supported, valued and recognized, employees put far more
value on a work environment and if there is organizational
encouragement for creativity, employees intrinsic
motivation will be developed [52].
III. THEORETICAL FRAMEWORK
In this study, six independent variables that have been
extracted from earlier studies are intrinsic motivation,
independent thinking, information accessibility, curiosity
and exploration, break down technical barriers and
collaboration and dependent variable is employee
creativity stimulation. "Figure 1" displays the research
variables and the related dimensions considered theoretical
framework.
Figure 1: Research’s Theoretical Framework
IV. RESEARCH METHODOLOGY
The independent variable NWRIU was considered to have
a relationship with each of creativity stimulation
dimensions. Based on theoretical framework the following
set hypotheses was developed for this research:
 H1: There is a positive relationship between
NWRIU and intrinsic motivation
 H2: There is a positive relationship between
NWRIU and independent thinking
 H3: There is a positive relationship between
NWRIU and information accessibility
 H4: There is a positive relationship between
NWRIU and curiosity and exploration
 H5: There is a positive relationship between
NWRIU and break down technical barriers
 H6: There is a positive relationship between
NWRIU and collaboration.
A questionnaire was developed based on the theoretical
framework, designed to be answered on a Likert scale and
with a few open ended questions which were introduced to
gather additional descriptive data, Sampling technique are
clustered and random simultaneously and according to
unlimited target population and Cochran formula; it was
distributed among a sample of 384 respondents, drawn
from 5 automotive manufacturers in Iran. At a confidence
level of 90% and a confidence interval of 10%.
Kolmogorov-Smirnov test for normality of variables
measurement was used, according to sig<0.05; Non-
normal distribution of the sample were identified.
Therefore Spearman correlation coefficient to measure
correlation for non-parametric statistics were used.
V. DATA ANALYSIS AND FINDINGS
Data analysis was carried out using SPSS version22. The
gender composition of the sample consisted of 38%
female and 62% male. Most of the respondents belonged
to the age group of 25-30; major portion of the
respondents included employees having Bachelor's degree;
most of the survey respondents had either 5-7 years of
work experience; most of the respondents belonged to
financial department and lowest of them belonged to
public relations department. Respondents were asked to
determine NWRIU percentage; Most of respondents spent
less than an hour for NWRIU.The results are shown in
"table 1". Most respondents who had perceived creativity
as important factor (table1) and belonged to engineering
Int. J. Advanced Networking and Applications
Volume: 08 Issue: 02 Pages: 3014-3020 (2016) ISSN: 0975-0290
3017
and marketing departments and lowest of them belonged
to administration department.
Table 1: Respondents Frequency distribution
Items
Percent of Respondents
Most Least
Age Range 25-30 33% 20-25 7%
Education
Bachelor's
degree
71% Diploma 1%
Years of
Experience
5-7 37% 0-2 7%
Dept. Financial 23%
Public
Relation
4%
The
importance of
creativity
Important 33% Unimportant 7%
Time spent on
NWRIU
less than 1
hour
40%
More than 3
hours
7%
So, it is interesting to know the Respondents NWRIU
Percentages (table2)
Table 2: Respondents NWRIU Percentages
Activities
Always
Never
Rarely
Occasionally
Frequently
Blogging 2 24 33 33 8
Instant Massaging 17 6 27 39 11
Social Networking 3 31 39 23 4
Online Gaming 1 81 16 2 0
Download Software 2 66 26 6 0
Random surfing 7 5 28 41 19
Online Trading/ Shopping 4 12 37 38 9
Online News Viewing 15.5 6 26 35 17.5
Building Websites 0 97 2 1 0
Personal Emailing 33 1 16 28 22
Online Video/Music
Entertainment
2 60 30 7 1
Online Viewing of Journal/
Book
1 67 26 6 0
Participation in Technical
Forums
1 60 36 3 0
Participation in Non-
Technical Forums
0 62 35 3 0
Online Sport Entertainment 3 44 28 23 2
Online Professional Training 1 52 35 12 0
Online Stock Trading 3 22 40 32 3
Online Gambling 0 100 0 0 0
Respondents (women & men) were asked to determine
their stimulating creativity factors and Internet usage for
personal purposes. The fantastic results are shown in
"table 3".
Table 3: Stimulating Creativity Factors
Table 4: Respondents NWRIU Percentages
(Based on gender and departments)
Activities Male/ Female
Dept.
first second
Blogging M Sale Engineering
Instant Massaging M Sale Engineering
Social Networking M&F Marketing Sale
Online Gaming F
No differenceDownload
Software
F
Random surfing F Sale Commercial
Online Trading/
Shopping
F Financial Sale
Online News
Viewing
F Sale Engineering
Building Websites No difference
Personal Emailing F Financial Sale
Online
Video/Music
Entertainment
F
No difference
Online Viewing of
Journal/ Book
M&F
Participation in
Technical Forums
M
Participation in
Non-Technical
Forums
M
Online Sport
Entertainment
M
Online
Professional
Training
F
Online Stock
Trading
F Financial Engineering
Online Gambling - No difference
Stimulating Creativity Factors
Percentage
of
respondents
Priority
Female Male
Intrinsic Motivation 16.2% 10 1
Information Accessibility 16.1% 9 10
Organizational stimulation 13.2% 8 9
Curiosity and Exploration 10.2% 6 8
Collaboration 9% 7 5
Independent Thinking 8.3% 5 2
Access to audiovisual media 7% 3 7
Break Down Technical Barriers 7% 4 6
Exposure to Multiulturalism 7% 2 3
Serendipity 6% 1 4
Int. J. Advanced Networking and Applications
Volume: 08 Issue: 02 Pages: 3014-3020 (2016) ISSN: 0975-0290
3018
Finally, after data entry and Spearman correlation test; the
results are shown in "table 5".
Table 5: Spss Report
H Sig correlation Acceptance
H1 0.1 -0.84 true
H2 0.1 -0.83 true
H3 0.8 -0.89 true
H4 0.26 0.11 true
H5 0.36 0.04 false
H6 0.49 0.03 false
VI. CONCLUSIONS
Spearman correlation models were used for the hypothesis
testing and according to results (table 4), intrinsic
motivation and independent thinking information
accessibility have positive and reverse; curiosity and
exploration has positive and straight relationship through
NWRIU for employee creativity stimulation and break
down technical barriers and collaboration have no
positive relationship.
According to information obtained through the
questionnaire: most NWRIU related to online news
review, random searching, online shopping, e-mail
checking but based in political and cultural organization
rules, online gaming, software downloading, listening to
music or movie, reading books or journal were reported
rarely.
Although many researchers such as Handzic and
Chaimungkalanont (2004) and Erikson and Beauvais
(2000), Gunawardena and Jayasena (2011) and Robinson
and Stern (1997) confirmed positive relationship between
any type of collaborations and creativity but there was no
positive relationship in this study thorough NWRIU.
Csikszentmihalyi (2009) and Amabile (1997) stated that
by increasing accessibilty to information, creativity will
increase, but in this research if employees are faced with
limited information, they will be more creative employee.
According to the results announced by researchers such as
Asgari and Vakili (2012), Vidal (2007), Cohen and Oden
(1974), Raina (1980), Maslow (1992), Neller (1990),
Heasacker (1981), Osborn (1996), Simonton (1998),
Chavin (1996), Naiman (2006) and Gary (2003); also in
this research, there is a positive and meaningful
relationship between independent thinking and creativity
stimulation.
The results of this research consistent with Gunawardena
and Jayasena (2011), Csikszentmihalyi (1996) and Boden
(1993) staudies; curiosity and exploration had a positive
effect on creativity stimulation. Although Shoshani and
Hazi (2007) and Gunawardena and Jayasena (2011) stated
there is a positive relationship between break down
technical barriers and creativity stimulation but in this
research this hypothesis was rejected and there was no
positive relationship between them.
Morris (2005), Adams (2005) and Amabile (1997) found
the positive relationship between intrinsic motivation and
creativity stimulation, this research confirmed it but there
is a positive and reverse relationship between intrinsic
motivation and creativity stimulation. One of the best
solution is creating internal motivation through external
motivation by organizational policy.
There are many fantastic results that can be effective on
organizational decisions for NWRIU: women used internet
for personal purposes a little more than men. Young
employee had minimal internet using for personal
purposes among others. More spending time for non-work
related Internet using belonged to employee who are over
40 years old and undergraduate degree. Men interpreted
creativity is very important for their daily activities than
women slightly. Intrinsic motivation for creativity
stimulation for women is a first motivator and for men is
last motivator.
According to above results; organizations should use these
strengths and potential opportunities and combine it with
NWRIU to achieve the desired goal because it is obvious
that there is relationship between organizational creativity
stimulation and NWRIU. Based on these information and
results, organizations must choose best policy and
determine each employee accessibility to Internet
according to their daily activities nature or their
department’s duties. In this case organization can be
reform abnormal NWRIU limitation. Organization must
review their NWRIU policies for considering and
checking their reasons. NWRIU is harmful for
organizational goals or reduce productivity? Maybe
assigning special place and time for employee can reduce
many related problems. Online entertainment is one the
best recommendation.
VII. LIMITATIONS AND FUTURE RESEARCH
There are many limitations in this research for example:
organizations disagreed with questionnaires distribution
and employees had no tendency for fulfilling it. It is
possible to clear how they use the internet for their
personal purposes and organization may increase more
control on Internet usage. Finally researcher could
distribute and collected questionnaires after convincing
organizations and employees because their names will not
be disclosed. Not only organizations but also employees
weren't familiar with creativity concept exactly.
According to results there are many opportunities for
future studies. As effective factors such as organization
culture and policy can consider on NWRIU. It is better to
consider NWRIU on special department in organization or
comparing it between two or more department
simultaneously.
Recognizing more effective creativity stimulation factors
can increase creativity can be run via the Internet from
previous studies. Considering the effect of particular usage
of non-work related Internet can be the one the interesting
topic for future studies for example checking personal e-
mail, online gaming or any kind of downloading.
Int. J. Advanced Networking and Applications
Volume: 08 Issue: 02 Pages: 3014-3020 (2016) ISSN: 0975-0290
3019
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[44] M. H. Asgari and M. Vakili, "The Relationship
between Locus of Control, Creativity and
Performance of the Educational Department
Employees in the west of Mazandaran,"
International Research Journal of Applied and Basic
Sciences, vol. 3, p. 2557, 2012.
[45] R. V. V. Vidal , ENHANCING YOUR
CREATIVITY: A 10-POINT GUIDE, IMM
Publications, 2007.
[46] H. Fathi, "The impact of games and toys in children's
minds growing and creativity," Peyvand Journal,
vol. 309, 2005.
[47] M. Hadizadeh, M. Akbarzadeh and M. Torabi, "The
impact of computer games on preschoolers social
development and creativity," First International
Conference Psychology and Behavioral Sciences, pp.
2-6, 2014.
[48] H. Farhoudi, "The effect of educational computer
games to increase school children's creativity," The
first national conference creativity, TRIZ innovation
management and engineering, 2008.
[49] g. Khalifeh, A. Razavi and M. Ebrahimi
nobandegani, "The relationship between creativity
and variety of computer games in high school
students," 4th national conference creativity, TRIZ
and Innovation in Education, p. 2, 2012.
[50] S. I. P. Gunawardena, EFFECT OF NON-WORK
RELATED INTERNET USAGE ON
STIMULATING EMPLOYEE CREATIVITY IN
THE SOFTWARE INDUSTRY, Universityof
Moratuwa , 2010.
[51] K. Adams , The Sources of Innovation and
Creativity, National Center on Education and the
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[52] W. Morris, A Survey of Organisational Creativity,
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Biographies and Photographs
Mrs. Sanaz Nikghadam Hojjati has
obtained B.S. degree in Math from
Islamic Azad University in 2005, and
has obtained Master degree in
Information Technology Management
summa cum laude with a cumulative
GPA of 19.94 [out of 20] amongst the
graduates of this major who had been graduated in 2011
from Farabi University. Presently she is pursuing Ph.D. in
Information Technology Management in SRBIA
University. Her research fields are Information Business
Intelligence, e- Banking, e- Commerce, Management of
Information Technology Projects, Artificial Intelligence,
Fuzzy Logic and Management Information Systems. She
is appointed as a Lecturer in Azad University, Dept. of
Information Technology.
Ms. Hanieh Ziaee Sarvineh
Baqhihas obtained B.S. degree in
English Translation from Islamic
Azad University in 2004, and has
obtained Master degree in
Information Technology
Management from Farabi
University. Her research fields are Creativity Support
Systems, Knowledge Management and Management
Information Systems.

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Effect of non-work related Internet usage on stimulating employee organizational creativity

  • 1. Int. J. Advanced Networking and Applications Volume: 08 Issue: 02 Pages: 3014-3020 (2016) ISSN: 0975-0290 3014 Effect of non-work related Internet usage on stimulating employee organizational creativity Sanaz Nikghadam Hojjati Ph.D. Candidate of Information Technology Management, Department of Management and Economics, Science and Research Branch, Islamic Azad University, Tehran, Iran Email: s.nikghadam@srbiau.ac.ir Hanieh ziaee Sarvineh Baqhi Master Student of IT Management, Farabi Institute of Higher Education, Karaj, Iran Email: hanieh.ziaee@gmail.com ----------------------------------------------------------------------ABSTRACT----------------------------------------------------------- Creativity in organizational success has no alternatives in future and according to Internet which is an integral part of any organization and usage of the organizational Internet resources for non-work purpose by employee is current; This study intends to use stimulating creativity factors that has been extracted from earlier research for investigate organizational creativity through non- work related Internet usage by using factors. Target population are automotive manufacturer employees in their central offices and potential stimulating creativity factors are: intrinsic motivation, independent thinking, information accessibility, curiosity and exploration, break down technical barriers and collaboration. Data gathering is done by questionnaire and answers are designed by Likert Scale. Sampling technique are cluster and random together. Statistical Software SPSS 22.0 is used for Pearson correlation and investigate hypothesis. The method is library and field study. Findings are shown these defined independent variables have positive and meaningful relationship to creativity but intrinsic motivation and information accessibility have positive and reverse; curiosity and exploration and independent thinking have positive and straight relationship through non-work related Internet usage. Keywords: creativity, Internet, non-work related Internet usage, stimulating creativity ------------------------------------------------------------------------------------------------------------------------------------------------- Date of Submission: Sep 17, 2016 Date of Acceptance: Sep 26, 2016 ------------------------------------------------------------------------------------------------------------------------------------------------- I. INTRODUCTION The information revolution reforms ICT (Information Communication Technology) in all around the all around the world [1], so human can gain information as soon as possible with extraordinary growth and rapid advances through communication media such as internet technology [2]. The findings of 2013 shows that more than 7.2 billion people or 39% of the world's population are using the Internet every day [3]; therefore there is a rising trend of employees’ engagement in non- work related Internet usage (NWRIU) and Internet is becoming a commodity in organizations with an increase in accessibility by professional from their own work desks [4]. As access to the Internet has become more common for employee, so has their tendency to use Internet for non- work purposes on the job. Thus the use of Internet for non- work purposes has become almost inevitable at workplace [5]. Many researchers stated that NWRIU has positive effects; such as stress relief, creativity stimulation and job satisfaction [6, 7, 8, 9, 10, 11]; but some researchers announced that NWRIU has negative effects; such as productivity loss and risks of damaging lawsuits [12, 4, 13, 14]. Despite the unique characteristics of the Internet and new technologies for stimulating creativity, but organizations concerned inevitably about employees’ NWRIU [11]. According to researchers findings; necessary base and condition for implementing resistive economic and dynamism of industrial companies for gaining technical knowledge and sustainable production technology is creativity. The only solution for today's complex markets and having high capacity producing and new services with unique and competitive features is creativity [15]. By removing the barriers to creative thinking, organization effectiveness and efficiency will increase. As a result, organization moves to more survival and vanguard in market. Without creating a proper environment for the flourishing of creativity, creativity is not possible. Neither of these two important factors that could move apart from each other and both of them must be aligned [16]. Many successful organizations are trying to navigate their goals, attitudes and interests for using creativity because there are increasing complexity of organizations imbalance and organization can not to predict and cope with the changes and complexities [17]. Today managers have to change their management styles in their organizations. Organizations must adopt specific management techniques for creating motivation in human resources and providing necessary training for Fostering creativity and new ideas, because third millennium has special features such as: increasing technology development, Rapid changes in the economic, political, social and cultural systems, using external resources for internal processes, Merging companies, speed of technological change, Reducing product life cycle and boundless competitive market. The organization activities
  • 2. Int. J. Advanced Networking and Applications Volume: 08 Issue: 02 Pages: 3014-3020 (2016) ISSN: 0975-0290 3015 carried out under conditions of instability and dynamics, only little hesitation and delay will lead to eliminate them from the competition. So, creativity is very important because it is an only way for creating, keeping and maintaining competitive advantages [18]. Sustainable Development is today slogan that is based on knowledge and creativity and the only competitive advantage in the Digital Age [19]. So in current situation, creativity is not necessity but also it is necessary for survival [20, 21, 22, 23].If there is proper conditions for training ideas; organizations are ready for using creative staff ideas. Understanding effect factors on organizations staff creativity and innovation can help organizations to support them and preparing proper conditions for organizational excellence [24]. One of the organization resources for creativity is information technology [25] and there is positive relationship between Internet components and user’s ability level and creativity [26]. So this study intends to use stimulating creativity factors that has been extracted from earlier research for investigate organizational creativity through NWRIU. The main objectives of this research are as follows: 1- Determining the effect of Accessibility to Information, Collaboration, Curiosity and Exploration, Independent Thinking, Intrinsic Motivation, Breaking down Technical Barriers (stimulating factors) on creativity. 2- Determining the effect of Accessibility to Information, Collaboration, Curiosity and Exploration, Independent Thinking, Intrinsic Motivation, Breaking down Technical Barriers (stimulating factors) on organizational creativity through NWRIU. First reason for doing this research is fantastic view of NWRIU and the second is positive and negative view gap for this organizational Internet using. This research is expected to prepare a comprehensive understanding on the interaction between NWRIU and employee creativity. If the result is positive, management can foster the creativity within more suitable manners of promoting Internet technology and if the result is negative, management will be decided to change NWRIU efficiently II. THEORETICAL CONCEPT AND LITERATURE REVIEW Creativity was defined as a developing process for novel and imaginative view about different situation [27]. Luthans (organizational behavior professor) states that creativity is combining ideas and individual and group approaches in a new way [17]. Torrance defines creativity as process consisting sensitivity about problems, shortages, pressures and lack of harmonies. After this sensitivity; finding for new solutions for problems and presenting hypotheses will be started and then all hypotheses will be tested and moderated until final result will be obtained [28]. However there are many individual and organizational barrier to creativity such as lack of mental focus, limitation, evalution, pressure, competition, lack of motivation, skill and experiences [15], lack of flexibilty, external motivation and soacial skills [29], time pressure, Cumbersome rules [18], lack of confidence and knowledge, inability to tolerate ambiguity and conflict [30] According to Internet characteristics and new technologies for stimulating creativity [11], extensive and disruptive NWRIU can potentially lead to negative effect; some researcher findings such as Bock and Ling Ho (2009) study shows that managers may encourage traditional non- work related activities for employees to re-energize themselves rather than non- work related computing which may result in negative interruption and distraction from work [4]. Increasing NWRIU in organization, employees spend more time for it for example: instant messaging, accessing online personal e-mails, online gaming, blogging, reading Internet news, downloading software for personal use, participating in online forum, maintaining personal websites, random Internet surfing for personal interest, Internet shopping, listening to music or movie and so on [31]. The similarity between the features of the Internet and those characterizing creative individuals has encouraged Shoshani and Hazi (2007) to look for a theory that justified the use of the Internet environment for enhancing creativity. The Internet technology integrates different type of media and tools. Thus it provides better opportunities to minimize technical barriers through increased exposure to varied set of technical aspects and breaking through barriers is a necessary condition for exploiting the multifaceted opportunities of Internet [32]. Csikzentmihalyi (2009) states that if firms want to be creative, the first step is to make the information contained in respective domains accessible to everyone in the company and availability and accessibility of information are important systemic properties for encouraging organizational creativity [33]. Also Amabile (1997) states accessibility and availability of information are important component for employee’s creativity on their respective domains of work [6]. Handzic and Chaimungkalanont (2004) state that informal socialization had a stronger positive effect on creativity than organized socialization. Although this research was not limited to online socialization but their findings could be applied in socialization concept thorough NWRIU exactly [34]. Erikson and Beauvais (2000) announced by increasing levels of diversity among team members, decision making creativity and problem solving creativity will be increased [35]. Also there some researchers who discussed the importance of collaboration and creative interactions for increasing creativity [36, 37, 38, 39, 40, 41]. Saunders (2009) recognized that curiosity is a motivation to explore possibilities to relieve the uncertainty that accompany an incomplete understanding of the conceptual space [42]. Csikzentmihalyi have the same idea and states if too few opportunities for curiosity is available and if too many obstacles are placed in the way of risk and
  • 3. Int. J. Advanced Networking and Applications Volume: 08 Issue: 02 Pages: 3014-3020 (2016) ISSN: 0975-0290 3016 exploration, the motivation to engage in creative behavior is easily extinguished [9]. Curiosity and exploration displays a strong relationship with serendipity, where curiosity and exploration may lead to serendipity. Further curiosity and exploration would also encourage risk taking behavior which is useful for creativity stimulation [43]. Boden (1993) confirms that exploring conditions and their restriction are famous way to creativity [8]. In Asgari and Vakili (2012) study, the independent thinking is recognized as factor for creativity stimulation as Cohen and Oden (1974), Raina (1980), Maslow (1992), Neller (1990), Heasacker (1981), Osborn (1996), Simonton (1998), Chavin (1996), Naiman (2006) and Gary (2003) [44, 33]. Vidal (2007) states that activities such as online games can potentially enhance independent thinking and ultimately stimulate creativity. He explains that a natural medium for creative expression is play [45]. Playing has a positive effect on creativity stimulation [22, 46, 47, 48, 49] Creative play provides an opportunities to: develop the imagination, think independently, cooperate and communicate and experience freedom of choices [45]. Also in Stephen (2004) study, independent thinking is determined as a creativity stimulating factor on children but it can be applied to adult creativity stimulation in an online environment as well [50]. Adams (2005) states that motivation as a creativity source has key role and important component in creativity stimulation and organizational support can reinforce it. But intrinsic motivation is more effective than extrinsic one [51]. In Amabile study (1997), there is abundant evidence that people will be most creative when they are primarily intrinsically motivated, rather than extrinsically motivated by expected evaluation, competition with peers, surveillance or promise of reward, because intrinsic motivation indicates that the reasons for doing things come from within – from passion and pleasure, not as a result of external demands or pressure [6]. According to Morris (2005) study, when creativity is supported, valued and recognized, employees put far more value on a work environment and if there is organizational encouragement for creativity, employees intrinsic motivation will be developed [52]. III. THEORETICAL FRAMEWORK In this study, six independent variables that have been extracted from earlier studies are intrinsic motivation, independent thinking, information accessibility, curiosity and exploration, break down technical barriers and collaboration and dependent variable is employee creativity stimulation. "Figure 1" displays the research variables and the related dimensions considered theoretical framework. Figure 1: Research’s Theoretical Framework IV. RESEARCH METHODOLOGY The independent variable NWRIU was considered to have a relationship with each of creativity stimulation dimensions. Based on theoretical framework the following set hypotheses was developed for this research:  H1: There is a positive relationship between NWRIU and intrinsic motivation  H2: There is a positive relationship between NWRIU and independent thinking  H3: There is a positive relationship between NWRIU and information accessibility  H4: There is a positive relationship between NWRIU and curiosity and exploration  H5: There is a positive relationship between NWRIU and break down technical barriers  H6: There is a positive relationship between NWRIU and collaboration. A questionnaire was developed based on the theoretical framework, designed to be answered on a Likert scale and with a few open ended questions which were introduced to gather additional descriptive data, Sampling technique are clustered and random simultaneously and according to unlimited target population and Cochran formula; it was distributed among a sample of 384 respondents, drawn from 5 automotive manufacturers in Iran. At a confidence level of 90% and a confidence interval of 10%. Kolmogorov-Smirnov test for normality of variables measurement was used, according to sig<0.05; Non- normal distribution of the sample were identified. Therefore Spearman correlation coefficient to measure correlation for non-parametric statistics were used. V. DATA ANALYSIS AND FINDINGS Data analysis was carried out using SPSS version22. The gender composition of the sample consisted of 38% female and 62% male. Most of the respondents belonged to the age group of 25-30; major portion of the respondents included employees having Bachelor's degree; most of the survey respondents had either 5-7 years of work experience; most of the respondents belonged to financial department and lowest of them belonged to public relations department. Respondents were asked to determine NWRIU percentage; Most of respondents spent less than an hour for NWRIU.The results are shown in "table 1". Most respondents who had perceived creativity as important factor (table1) and belonged to engineering
  • 4. Int. J. Advanced Networking and Applications Volume: 08 Issue: 02 Pages: 3014-3020 (2016) ISSN: 0975-0290 3017 and marketing departments and lowest of them belonged to administration department. Table 1: Respondents Frequency distribution Items Percent of Respondents Most Least Age Range 25-30 33% 20-25 7% Education Bachelor's degree 71% Diploma 1% Years of Experience 5-7 37% 0-2 7% Dept. Financial 23% Public Relation 4% The importance of creativity Important 33% Unimportant 7% Time spent on NWRIU less than 1 hour 40% More than 3 hours 7% So, it is interesting to know the Respondents NWRIU Percentages (table2) Table 2: Respondents NWRIU Percentages Activities Always Never Rarely Occasionally Frequently Blogging 2 24 33 33 8 Instant Massaging 17 6 27 39 11 Social Networking 3 31 39 23 4 Online Gaming 1 81 16 2 0 Download Software 2 66 26 6 0 Random surfing 7 5 28 41 19 Online Trading/ Shopping 4 12 37 38 9 Online News Viewing 15.5 6 26 35 17.5 Building Websites 0 97 2 1 0 Personal Emailing 33 1 16 28 22 Online Video/Music Entertainment 2 60 30 7 1 Online Viewing of Journal/ Book 1 67 26 6 0 Participation in Technical Forums 1 60 36 3 0 Participation in Non- Technical Forums 0 62 35 3 0 Online Sport Entertainment 3 44 28 23 2 Online Professional Training 1 52 35 12 0 Online Stock Trading 3 22 40 32 3 Online Gambling 0 100 0 0 0 Respondents (women & men) were asked to determine their stimulating creativity factors and Internet usage for personal purposes. The fantastic results are shown in "table 3". Table 3: Stimulating Creativity Factors Table 4: Respondents NWRIU Percentages (Based on gender and departments) Activities Male/ Female Dept. first second Blogging M Sale Engineering Instant Massaging M Sale Engineering Social Networking M&F Marketing Sale Online Gaming F No differenceDownload Software F Random surfing F Sale Commercial Online Trading/ Shopping F Financial Sale Online News Viewing F Sale Engineering Building Websites No difference Personal Emailing F Financial Sale Online Video/Music Entertainment F No difference Online Viewing of Journal/ Book M&F Participation in Technical Forums M Participation in Non-Technical Forums M Online Sport Entertainment M Online Professional Training F Online Stock Trading F Financial Engineering Online Gambling - No difference Stimulating Creativity Factors Percentage of respondents Priority Female Male Intrinsic Motivation 16.2% 10 1 Information Accessibility 16.1% 9 10 Organizational stimulation 13.2% 8 9 Curiosity and Exploration 10.2% 6 8 Collaboration 9% 7 5 Independent Thinking 8.3% 5 2 Access to audiovisual media 7% 3 7 Break Down Technical Barriers 7% 4 6 Exposure to Multiulturalism 7% 2 3 Serendipity 6% 1 4
  • 5. Int. J. Advanced Networking and Applications Volume: 08 Issue: 02 Pages: 3014-3020 (2016) ISSN: 0975-0290 3018 Finally, after data entry and Spearman correlation test; the results are shown in "table 5". Table 5: Spss Report H Sig correlation Acceptance H1 0.1 -0.84 true H2 0.1 -0.83 true H3 0.8 -0.89 true H4 0.26 0.11 true H5 0.36 0.04 false H6 0.49 0.03 false VI. CONCLUSIONS Spearman correlation models were used for the hypothesis testing and according to results (table 4), intrinsic motivation and independent thinking information accessibility have positive and reverse; curiosity and exploration has positive and straight relationship through NWRIU for employee creativity stimulation and break down technical barriers and collaboration have no positive relationship. According to information obtained through the questionnaire: most NWRIU related to online news review, random searching, online shopping, e-mail checking but based in political and cultural organization rules, online gaming, software downloading, listening to music or movie, reading books or journal were reported rarely. Although many researchers such as Handzic and Chaimungkalanont (2004) and Erikson and Beauvais (2000), Gunawardena and Jayasena (2011) and Robinson and Stern (1997) confirmed positive relationship between any type of collaborations and creativity but there was no positive relationship in this study thorough NWRIU. Csikszentmihalyi (2009) and Amabile (1997) stated that by increasing accessibilty to information, creativity will increase, but in this research if employees are faced with limited information, they will be more creative employee. According to the results announced by researchers such as Asgari and Vakili (2012), Vidal (2007), Cohen and Oden (1974), Raina (1980), Maslow (1992), Neller (1990), Heasacker (1981), Osborn (1996), Simonton (1998), Chavin (1996), Naiman (2006) and Gary (2003); also in this research, there is a positive and meaningful relationship between independent thinking and creativity stimulation. The results of this research consistent with Gunawardena and Jayasena (2011), Csikszentmihalyi (1996) and Boden (1993) staudies; curiosity and exploration had a positive effect on creativity stimulation. Although Shoshani and Hazi (2007) and Gunawardena and Jayasena (2011) stated there is a positive relationship between break down technical barriers and creativity stimulation but in this research this hypothesis was rejected and there was no positive relationship between them. Morris (2005), Adams (2005) and Amabile (1997) found the positive relationship between intrinsic motivation and creativity stimulation, this research confirmed it but there is a positive and reverse relationship between intrinsic motivation and creativity stimulation. One of the best solution is creating internal motivation through external motivation by organizational policy. There are many fantastic results that can be effective on organizational decisions for NWRIU: women used internet for personal purposes a little more than men. Young employee had minimal internet using for personal purposes among others. More spending time for non-work related Internet using belonged to employee who are over 40 years old and undergraduate degree. Men interpreted creativity is very important for their daily activities than women slightly. Intrinsic motivation for creativity stimulation for women is a first motivator and for men is last motivator. According to above results; organizations should use these strengths and potential opportunities and combine it with NWRIU to achieve the desired goal because it is obvious that there is relationship between organizational creativity stimulation and NWRIU. Based on these information and results, organizations must choose best policy and determine each employee accessibility to Internet according to their daily activities nature or their department’s duties. In this case organization can be reform abnormal NWRIU limitation. Organization must review their NWRIU policies for considering and checking their reasons. NWRIU is harmful for organizational goals or reduce productivity? Maybe assigning special place and time for employee can reduce many related problems. Online entertainment is one the best recommendation. VII. LIMITATIONS AND FUTURE RESEARCH There are many limitations in this research for example: organizations disagreed with questionnaires distribution and employees had no tendency for fulfilling it. It is possible to clear how they use the internet for their personal purposes and organization may increase more control on Internet usage. Finally researcher could distribute and collected questionnaires after convincing organizations and employees because their names will not be disclosed. Not only organizations but also employees weren't familiar with creativity concept exactly. According to results there are many opportunities for future studies. As effective factors such as organization culture and policy can consider on NWRIU. It is better to consider NWRIU on special department in organization or comparing it between two or more department simultaneously. Recognizing more effective creativity stimulation factors can increase creativity can be run via the Internet from previous studies. Considering the effect of particular usage of non-work related Internet can be the one the interesting topic for future studies for example checking personal e- mail, online gaming or any kind of downloading.
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