




































 

 

  

 

  

Role of Psychological Empowerment on Perceived 

Organizational Support and Employee Retention in 

Universities in Karachi with Moderating Role of Employee 

Satisfaction 

Mahrukh and Dr. Sarah Anjum 



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Role of Psychological Empowerment on Perceived Organizational 

Support and Employee Retention in Universities in Karachi with 

Moderating Role of Employee Satisfaction 

  

Mahrukh1* and Dr. Sarah Anjum2 
1*Research Scholar, Karachi University Business School, 

University of Karachi, Pakistan. 

Corresponding Author’s Email:03032162351m@gamil.com 
2Assistant Professor, Karachi University Business School, 

University of Karachi, Pakistan. 

Co-Author’s Email: anjum.sar@uok.edu.pk 

 

Article history 

Submitted 20.04.2023 Revised Version Received 29.04.2023 Accepted 26.11.2023 

 

 

Abstract 

Purpose: In this study, role of information 

technology has been discussed that how it 

impacts the employee's creativity.  

Materials and Methods: When it comes to 

connecting creative ideas and thoughts at the 

same time, information technology has both 

significantly helped and considerably hinders 

this capacity.  

Findings: This blending of technology has 

produced ground-breaking new concepts and 

ways for individuals to express themselves.  

This study is carried out in Pakistani software 

houses registered with stock exchange and it 

investigates the role of Information 

Technology (IT) in employee creativity. With 

the omnipresence of technology and 

technological advancement in the 

contemporary world, it is advantageous to 

study through different and advanced 

perspectives the profound effects on 

employee creativity.  

Implication to Theory, Practice and Policy: 
Conclusions and results point out significant 

effects if Information Technology on the 

creativity of employees.  

Keywords: Information Technology, 

Employee Creativity, Organizations, 

Software Houses

.   

  

  

  

  

  

03032162351m@gamil.com
mailto:anjum.sar@uok.edu.pk
https://orcid.org/0000000272206900
mailto:https://doi.org/10.47672/ejh.1690


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1.0 INTRODUCTION  

The global community has become somewhat more accessible due to recent advancements in the 

online platform. It is obvious that there is still a clear absence of foundational concepts within which 

to grasp the potential of IT for tomorrow's businesses, despite the fact that IT has progressed from 

its traditional orientation of administrative support toward a more strategic position inside a 

company. Understanding how employee creativity develops is critical for organizations, in a world 

of rapid technological change and increasing business complexity.  

This paper is trying to find out answer of few fundamental questions related to information 

technology and employee creativity in organizations. At first it discusses the role of information 

technology in the organizations and its impact over the employee creativity. Secondly, it discusses 

about the employee creativity and its basic elements. And finally, it discusses the interconnectivity 

between information technology and employee creativity.  

Information technology now a day has become commonplace in organizations. Enterprise-wide 

systems created to manage all key organizational operations are examples of the many distinct types 

of software platforms and databases (Evans; Hickman; Kathleen; McKendrich; Menezes., 

1999;1999; 1999; 1999; 1999.). IT encompasses a wide range of connectivity methods and 

equipment that interact with information systems and people containing voice mails, email, voice 

conferencing, internet groupware, corporate intranets, vehicle phones, fax machines, personal 

digital help, meta, and so on (Andolsen, R.Campbell, Edwards, Graham, Schober, 1999). Because 

of the frequent and close connections between these platforms, they will all be referred to together 

as IT in the remaining sections of this article.  

Information technology is described having three main components: business software, 

computational information processing, and information assistance. Information technology involves 

things that have to do with computers, including connectivity/Networking, Hardware, Software, the 

Internet, and the people who use these tools. Compared to conventional face-to-face 

communication, research indicates that IT improves the quantity of communication in the business 

overall (Hiltz, S. R., Johnson, K., & Turoff, M., 1986). The capacity to connect and empower 

individuals inside and across departments and units may be the most fundamental advantage 

associated with the usage of IT in organizations (Jones, Dewett &, 2001). IT has been efficient in 

enabling global group dynamics, which has enhanced team performance and creativity (Nemiro, 

2001).  

 Creativity is the creation of innovative and practical concepts for goods, services, activities, and 

practices (Amabile, T. M. Oldham, G. R., & Cummings, 1996, 1996). Organizations must recognize 

the importance of creative ideas, as well as their role in guiding organizational members toward 

fostering employee creativity, in order to remain truly competitive. Different researchers stated that 

if enterprises want to gain a competitive advantage, they must improve the creative performance of 

their workforce (Amebile; Devanna & Tichy; Kanter; Shally. 1988; 1990; 1983; 1985).  The creative 

work environment offers fresh and practical solutions, Ideas, or methods and it provides vital raw 

materials for further growth, application, and development of an organization (Amebile; Staw; 

Woodman, Sawyer & Griffen; 1988: 1990; 1993.).   

The bulk of the information agrees that employee creativity is a human phenomenon impacted by 

parameters such as interpersonal qualities and life events (Gubta, 2011). (Amabile, 1997) Support 

the statement that “creativity is an individual process” and also a statement “Creative outputs result 



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when the potential creator and his functional environment connect”. Hence the statement provides 

a base that the functional environment has a role in supporting creativity. Since functional 

environment is composed of the equipment’s, tools and machines which are a key elements of the 

working context, it stands to reason that it has a significant impact on employees' creativity. 

Researches from the past demonstrate this relationship between functional environment and 

employee creativity (Gubta, 2011) (Ogbeibu, Senadjki, and Peng, 2018)  

Research Objectives  

This thesis study is conducted to achieve new views in to organizations that how it employee 

creativity is impact by information technology. We have focused employee creativity mainly that 

how innovation and creativity in an organization with the help of information technology is effected 

and how it contributes in the development of creativity thinking abilities of employees.    

Research Question’s 

Q1. Role of information technology and its impact on employee creativity?  

Q3. Suitable technological platforms for employee creativity and motivation?  

Q4. How information technology fits into betterment and assist employees to wards creativity?    

2.0 LITERATURE REVIEW  

Information Technology  

The literature study focuses on the function of information technology in fostering employee 

creativity. The usage of electronic communication has been demonstrated to increase the overall 

volume of communication in the organization relative to face-to-face contact. This suggests what 

may be the most fundamental advantage of IT adoption and how employee creativity is influenced 

by the use of technology in businesses, and also attempts to highlight the relationship between 

technical application and its effects on creativity. Information technology and employee creativity 

has been the least subject of any practical study yet.  

Information Technology has an impact on organizations and it employees by involving in their 

coordination process and operations. Cross-functional workflow (Monge, 1998), Stockless 

manufacturing (Piore, M. J., Lester, R. K., Kofman, F. M., & Malek, K. M., 1994), and concurrent 

engineering (Malone, 1992) have all been proved to benefit from IT use. Employees may access 

important information more easily and transparently as a result of growing online 

interdependencies, which also raise the frequency of problemsolving (Edmondson & Moingeon, 

1998). According to boundary spanning, IT provides a company with significant information 

synergies and efficiency. IT allows employees to seek for and absorb fresh information that is 

pertinent to a current challenge, rather than only providing access to old knowledge as may emerge 

from knowledge codification (Tushman, 1977). IT is an important but neglected means of 

facilitating the Creativity. This is because IT, controls how information is stored, transmitted, 

communicated, processed, and used. IT moderates many aspects of the process of putting "new 

problem-solving ideas into use."  

Employee Creativity  

Employee creativity is a multifaceted phenomenon. Integration of different and varied literature 

may aid in improved comprehension of the same. As a consequence, an integrated framework of 



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employee creativity is suggested based on the exhaustive assessment of research and the resulting 

ideas. The notion of the competitive value framework and the componential theory provides the 

basis to understand employee creativity with respect to different context. The componential theory 

of creativity is a comprehensive analysis of the social and psychological elements required for a 

person to be creative. Individual creativity is defined by the idea as having three primary 

components: 1. Personality Characteristics and self-efficacy, 2. Cognitive Characteristics, and 3. 

Motivation aspects (Amabile, 2012). Creativity is more likely to flourish where these elements 

intersect.  

The Competing Values Framework is an approach for evaluating corporate success, loaded with 

current and prospective state evaluation outcomes. From the theoretical standpoint, comprehension 

of the primary organizational core principles will assist in comprehending how an environment 

influences employee career advancement performance.  (Gubta, 2011), suggests that employee 

creativity is positively impacted by an environment that is future-focused and innovation-focused. 

This demonstrates that the conceptual foundations behind the link between environment and 

employee creativity are still a developing contradiction that demands careful consideration.   

Hypothesis Development 

To understand the role of information technology in employee creativity following Hypothetical 

assumptions were developed in this study.  

Effect of Information Technology on Employee’s Creativity  

The invention of meaningful and practical new goods, services, concepts, methods, or activities by 

people cooperating in a complicated social system is referred to as creativity (Woodman, Sawyer & 

Griffin, 1993). Information technology is described as a system made up of different components, 

including smart chips, hardware, software, and telecommunication networks. In contrast to 

traditional face-to-face communication, electronic communication improves the amount of 

interaction that occurs overall in the company (Hiltz, S. R., Johnson, K., & Turoff, M., 1986). The 

capacity to communicate and allow individuals within and between functional areas, whether 

through database sources, teleconferencing, or electronic mail, may reflect this as the core value of 

IT use in enterprises (Dewett, T., & Jones, G. R, 2001).  

IT has various benefits for information, including the ability to store and retrieve massive amounts 

of data more quickly and affordably (Huber, 1990). It also offers personal independence and room 

for personal inventiveness to employees. According to researchers, in order to be creative, people 

need flexibility so that they can experiment with concepts and widen the range of materials and 

options from which a solution might emerge (Amabile, 1983). IT also provides employees with 

more freedom and capacity for initiative. According to researchers (Amabile, 1983), in order to be 

creative, people need the flexibility to experiment with theories and broaden the range of options 

and materials from which a solution may emerge. IT offers many informational advantages and also 

it offers autonomy to the employees, this could promote a platform that could further encourage the 

integration of values and effective exchange of creative ideas.  

H1: Information technology has a positive impact on employee creativity.  

Research Model  

Based on a survey of the literature and theoretical research done in the area, the conceptual model 

for the study was created.  



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Figure 1: Conceptual Model for the Study 

Theoretical Framework  

Based on a survey of the literature and theoretical research done in the area, the conceptual model 

for the study was created. In this study Information technology is in independent variable whereas, 

Employees creativity is dependent variable, with the components creativity skills, Expertise and 

Task motivation. Creativity fosters with creative skills, expertise and the task motivation and 

enables the employees to succeed at problem solving creatively. Creative skills are the abilities to 

approach a task or an issue in a fresh or novel manner or the capacity to use one's imagination to 

come up with novel ideas i.e. Curiosity, problem solving, open-mindedness and imagination. 

Expertise’s are the wide range of knowledge and high level skill in a specific job, or doing a specific 

task in the best way. Finally task motivation is the behavior with motive to achieve targets, and 

maintain goals. In order to strengthen managers' and professionals' understanding of the effects of 

IT on creativity, this research tried to establish a systematic framework for how IT may affect 

employee creativity. An integrative approach to this problem can open the door to evaluating IT, 

creativity, and the interactions between these two factors.  

3.0 METHODOLOGY  

Introduction  

This thesis study discusses the method that has been used in data collection which explains research 

questions of the study. The researcher will explain the purpose of the study, its methodology, design, 

and layout, as well as any ethical issues and, in the end, the rules for data collection.  

Research Approach  

 In this thesis study the deductive approach has employed and hypothesis develop on based of an 

existing concept before coming up with a research strategy to test it. This method is ideal for this 

study because it fits the circumstances where the goal of the investigation is to see if the observed 

events correspond to expectations based on previous research. This method may also be used using 

quantitative research methodology, even though the anticipation established by previous research 

  

  

                      

    

  

  

  

  

Information  
Technology   

Employee’s  
Creativity.   

Creativity Skills   

Expertise   

Task   Motivation   



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may be represented in a different way than through speculative testing. The research approach was 

defined as a movement from general to specific. A well-established concept and knowledge 

foundation must first be established for this activity, following which the unique information 

gathered throughout the research process is assessed against it. Exact information for this work was 

gathered through study and other references. The case studies, publications, and reports that are the 

foundation of this research paper's strategy. For this study past reports were analyzed and the 

possibility of I.T. in different organizations cultures is also studied. It also explains different W, & 

H’s with respects to organizations, information technology and employee creativity.  

Research Strategy and Design  

The research strategy explains how the plans are carried out in the studies. Exploratory work, journal 

articles, conversations, assessments, or a thorough review of the literature all can be employed for 

unique research projects. The purpose of the research layout is to offer a suitable framework for the 

proposed investigation. Determining how data will likely be acquired and which study design to 

uses is the most significant choice to be made (Gallivan M, Strite M, 2005, 2004). Yet, this research 

utilized a simple circuit design. Therefore, a singular approach is employed. The quantitative 

method which is thoughtful is employed in our study.  The advantage of conducting primary 

research for this work is that the information acquired was up-to-date and relevant, allowing the 

right pattern to be discovered and giving us the data as our own. Another justification for conducting 

this research's survey online is that it is convenient and economical. The information used in this 

study was often gathered from articles, research reports, case studies, and websites devoted to data 

technology, innovation and creativity.   

Variable Definition  

The questionnaire consist of 9 items inquires about how information technology impacts the 

employee creativity in different organizations of Pakistan. To ascertain the effects of information 

technology on the creativity of employee in different organization, statements from different 

researches have adapted (Igbaria, M., & Tan, M., 1997) (Kaufman, 2012) (Runco: Plucker, J. A., & 

Lim, 2001) & Statements from the research of (Dobin, 2008) and items proposed to measure 

creativity were so helpful to carry out this research.  Few new question were included that asked 

about the age, Qualification, Gender, and job level of respondents. Using the ISCO ideas to 

protected job names, task and responsibility descriptions, skill level and specialty, and other 

components these items were established. The respondents to our question consist of lower level, 

Middle level, and Upper levels of job duties and responsibilities classification.  Age (five classes: 

20-25, 25-30, 30-35, 35-40, 40 and above) Qualification (Intermediate (5.57%), Bachelors (52.9%), 

master’s (35.6%) M.Phil. (3.4), and P.h.D’s (2.3%)) and gender (Male and female) were 

classifications of participants in the survey.    

Participants  

The employees who took part in the survey had ages ranging from 20 to plus 45. Member with age 

of 20 and above self-identify as employed in a software house with minimum FSC certified from 

HEC were eligible for the study, during the cross-sectional survey for this paper the students and 

employees who are working with I.T. companies were therefore included. While participants had 

the opportunity to leave the study at any point, the decision was kept anonymous. The sample was 

drawn from the employees employed with different software houses registered with Pakistan stock 

exchange.  



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Sampling  

The targeted population of this study is companies registered under technology communication 

sector with the Pakistan Stock Exchange. In order to aid in obtaining a stratified proportionate 

sampling of employees in each software house, we used the GPower software to help us determine 

the sample size and used stratified proportionate sampling technique to proportional the employees 

in each software house. This method is adopted to rectify the errors in sample selection and irregular 

population in different companies and also it allows maximum flexibility to alter the sample size at 

different stages as per the requirements. 45 responses were appropriate and comprehensive.   

Data Collection and Questionnaire Items  

This study employed the use of a questionnaire which was prepared in English. A 5point Likert 

scale ranging from strongly disagrees to strongly agree was employed. A pilot study of the items 

was done before the data collection and 16 colleagues took part in this study. Using SPSS software 

version 22.0, the pilot test results were examined. The results of the pilot investigation revealed that 

10 out of 19 items packed below the required level. This left us with only 9 items in questionnaire. 

The data for the research was collected by mailing to the employees. Purpose of research study was 

explained and the aims and objectives of the research were also share with the participants. 

Additionally, for this study contacts with the Human Resources Managers (HRM) of each software 

house were made as part of the actual data collection course.     

Data Analysis  

Version 29.0 of the IBM SPSS Statistics program was used to analyze the data. The descriptive 

study examined the impact of information technology on employee creativity. Data for nominal and 

ordinal variables were displayed using absolute and relative frequencies. In order to demonstrate 

statistical independence with the result, we also conducted the Chi-square test (distress). In addition, 

several questions were used to generate logistic regression models. Crude and adjusted odds ratios 

were created using 95% confidence intervals (95percent C.I.s) (O.R.s). The research's data analysis 

was based on employees who worked in software houses registered with Pakistan stock exchange 

under technology and communication sector.  

4.0 FINDINGS  

Quantitative Analysis  

The study here represents reliability statistics, frequency analysis, and correlation.  

Interpretation of Frequency Tables  

The features of a collection of data in the study are represented using numbers and using different 

metrics. Recurrence analysis is aspect of unique insights. The recurrence of insights is refers to 

frequency of events repeated. Frequency Investigation examines percentiles, focal inclination, 

dispersion, and other aspects related to the frequency of occurrences as a part of observations 

(recurrence).  

There are four columns of summary measurements in the frequency table:  

• The frequency column indicates the number of observations that each grouping included.  

• The percentage of all opinions that satisfy that category is presented in the  

• Percent column (both absent and not missing).  



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• Out of all answers with no missing data, the valid Percent section displays the proportion of 

opinions that belong to this category.  

• The cumulative Percent segment, which is calculated by summing each of the values in the 

Important Percent portion over the continuing column, discusses the overall level of the 

example that has been represented up to that line.  

What Age Are You?  

 Table 1: Ages of Respondents 

   Frequency Percent Valid Percent Cumulative 

Percent 

Valid  20-25  33 31.1 31.1 31.1 

 25-30  57 53.8 53.8 84.9 

30-35  12 11.3 11.3 96.2 

35-40  4 3.8 3.8 100.0 

Total 106 100.0 100.0  

The above table shows the age of the respondents. The total numbers of respondents are 106. Out 

of 106 respondents, the number of respondents who fall from 20-to 25 is 33. The number of 

respondents who falls in 25-30 is 57—the number of respondents who falls from 30 to 35 is 12. 

Same as the number of respondents who falls above 35 is 40 is 04. The cumulative percentage of 

respondents who fall between 20-25 is 31.00. Same as for 25 to 30, the cumulative percentage is 

84.00. For 30 to 35, the cumulative percentage is 96.0, and for above than 35-40, the cumulative 

percentage is 100.   

Qualifications  

Table 2: Qualifications of Respondents 

   Frequency Percent Valid Percent Cumulative 

Percent 

Valid  Intermediate  6 5.7 5.7 5.7 

 Bachelors  51 48.1 48.1 53.8 

Masters  42 39.6 39.6 93.4 

M.Phil  5 4.7 4.7 98.1 

 Phd  2 1.9 1.9 100.0 

Total  106 100.0 100.0  

The above table shows the qualification of respondents. The total numbers of the respondent are 

106. Out of 106 respondents, the numbers of respondents with intermediate qualifications are 6, 

number of bachelors is 51, the number of Master’s degree holder respondents is 42, 5 M.Phil. 

Students and two PhD students. The cumulative percentages of the respondent are 5.7, 53.8, 93.4, 

98.1, and 100.  

 

 



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Gender  

Table 3: Gender 

   Frequency Percent Valid Percent Cumulative 

Percent 

Valid  Male  61 57.5 57.5 57.5 

 Female  45 42.5 42.5 100.0 

Total  106 100.0 100.0  

The table above shows the gender of respondents participated in the survey. Out of 106 respondents 

61 are Males with cumulative percentage of 57.5 and number of female respondent is 45 and 

cumulative percentage is 100.  

Job Level  

Table 4: Job Levels of Respondents 

   Frequency Percent Valid 

Percent 

Cumulative 

Percent 

Valid  Lower level  21 19.8 19.8 19.8 

 Middle level  72 67.9 67.9 87.7 

Upper Level  13 12.3 12.3 100 

Total  106 100.0 100.0  

In this table the Job Level of respondent is shown comprises of 3 levels. Total number of respondent 

is 106 and all participants have responded to the survey. The number of respondents in lover level 

is 21, middle level is 70 and 13 with cumulative percent of 19.8, 87.7, and 100.  

H1: Information technology has a positive impact on creativity.  

 

 

 

 

 

 

 

 

 

 

 

 



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Correlations Between Information Technology and Creativity 

Table 5: Information Technology and Creativity Correlation 

 Results oriented solutions 

for any situation are 

creativity. 

Information technology 

provides a wide range of 

connectivity between the 

employee and the 

organization, which helps 

to better understand the 

organization dynamics. 

Pearson correlation Results oriented 

solutions for any 

situation are 

creativity. 

1.000 .323 

 Information 

technology provides a 

wide range of 

connectivity between 

the employee and the 

organization, which 

helps to better 

understand the 

organization 

dynamics. 

.323 1.000 

Table above explains the correlation between information technology and the employee creativity. 

Total number of respondents was 106 and all the 106 responses were reliable.  The correlation 

between both the variables is normal, hence our hypothesis is accepted. 

Sample Selection 

Table 5: Sample Calculation 

Input Parameters    Output Parameters     

Effect Size (f^2)  0.15 No centrality Parameter ƛ   10.200000 

α error Probability  0.05 Critical Factor  3.1381419 

Power (1 – β error Probability)  0.8 Numerator df  2 

No. of Predictors  2 Denominator df   65 

   Total sample size  68 

   Actual Power  0.80144183 

Source: G-Power   

The above table explains the total sample size. After input of the data i.e. affect size, α error 

Probability, Power (1 – β error Probability) and No. of Predictors. Total Number of predictors in 

my thesis were only 3. Sample size is determined as 77 also the critical factor is calculated as 

2.7300187.   



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Figure 2: Sample Calculation  

Source: G-Power  

5.0 CONCLUSION  

This study discovers that information technology has positive and sustainable impacts on employee 

creativity. The results generally imply that, in today's global business environment, information 

technology has become essential to firms and their survival. It has enabled people from all walks of 

life to exhibit their considerable talents. The future of technology and creativity is set to climb even 

higher. According to authors of recent scientific research and consulting businesses technology has 

become essential in innovation as well as in the management and operations of the organizations.  

Ethical Consideration  

Ethical consideration is essential for the research. If this part of the research miss-lead it may show 

the way of failure. To avoid this failure, we will ensure research would not harm any of the 

participants and participant’s self-respect whether they are willing to participate or not. We will 

make sure that research would use for academic purposes and, data will be confidential. We would 

ensure to avoid fake or false information by giving a brief detail of the questionnaire paper to 

participants. Clear and detailed information will provide to participants so that they can take part 

actively. The privacy of participant’s will also be confidential. The usage of words and language in 

the questionnaire also takes from the ethical perspective. The institutional review board (IRB) and 

ethics committee of University will apply for ethical approval of the project. THIS research 

procedure needs to be suitable for the cultural background of the anticipated study participants (E., 

Jacobsen, J. H, 2021).  

  

 

 

 

 

 



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