Team Building Through Video Games: A Controlled Experiment (Preprint)

2021 ◽  
Author(s):  
Mark J Keith ◽  
Douglas Dean ◽  
James Eric Gaskin ◽  
Greg Anderson

BACKGROUND Organizations of all types require the use of teams. Poor team member engagement costs billions of US dollars annually. OBJECTIVE Explains how team building can be accomplished with team video gaming (TVG) based on a team cohesion model enhanced by team flow theory. METHODS In this controlled experiment, teams were randomly assigned to a TVG treatment or a control treatment. Team performance was measured on basic tasks both pre- and post-treatment. Then teams who received the TVG treatment competed against other teams by playing the Halo™ or Rock Band™ video game for 45 minutes. RESULTS On the posttest task, teams from the TVG treatments were significantly more productive than teams that did not experience TVG. Our model explained performance improvement about twice as well as prior related research. CONCLUSIONS The focused immersion caused by TVG increased team performance while the enjoyment component of flow decreased team performance on the posttest. Both flow and team cohesion contributed to team performance, with flow contributing more than cohesion. TVG did not increase team cohesion so TVG effects are independent of cohesion. TVG is a valid practical method for developing and improving newly formed teams CLINICALTRIAL n/a

Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


2021 ◽  
pp. 152700252110003
Author(s):  
Mariia Molodchik ◽  
Sofiia Paklina ◽  
Petr Parshakov

The paper investigates the variety of peer effects on individual performance in a team sport. The individual performance of more than 5,000 soccer players, from 234 teams, between 2010 and 2015, is measured with the help of the FIFA video game simulator developed by EA Sports. The study reveals positive peer effects on individual performance although the marginal benefit decreases. Additionally, team cohesion contributes to an improvement of players’ ranking.


Author(s):  
Simon Abramov ◽  
Alexander Korotin ◽  
Andrey Somov ◽  
Evgeny Burnaev ◽  
Anton Stepanov ◽  
...  

2021 ◽  
pp. 204138662110411
Author(s):  
Rebecca Grossman ◽  
Kevin Nolan ◽  
Zachary Rosch ◽  
David Mazer ◽  
Eduardo Salas

Team cohesion is an important antecedent of team performance, but our understanding of this relationship is mired by inconsistencies in how cohesion has been conceptualized and measured. The nature of teams is also changing, and the effect of this change is unclear. By meta-analyzing the cohesion-performance relationship ( k = 195, n = 12,023), examining measurement moderators, and distinguishing modern and traditional team characteristics, we uncovered various insights. First, the cohesion-performance relationship varies based on degree of proximity. More proximal measures –task cohesion, referent-shift, and behaviorally-focused– show stronger relationships compared to social cohesion, direct consensus, and attitudinally-focused, which are more distal. Differences are more pronounced when performance metrics are also distal. Second, group pride is more predictive than expected. Third, the cohesion-performance relationship and predictive capacity of different measures are changing in modern contexts, but findings pertaining to optimal measurement approaches largely generalized. Lastly, important nuances across modern characteristics warrant attention in research and practice. Plain Language Summary Team cohesion is an important antecedent of team performance, but our understanding of this relationship is mired by inconsistencies in how cohesion has been conceptualized and measured. The nature of teams has also changed over time, and the effect of this change is unclear. By meta-analyzing the cohesion-performance relationship ( k = 195, n = 12,023), examining measurement moderators, and distinguishing between modern and traditional team characteristics, we uncovered various insights for both research and practice. First, the cohesion-performance relationship varies based on degree of proximity. Measures that are more proximal to what a team does – those assessing task cohesion, utilizing referent shift items, and capturing behavioral manifestations of cohesion – show stronger relationships with performance compared to those assessing social cohesion, utilizing direct consensus items, and capturing attitudinal manifestations of cohesion, which are more distal. These differences are more pronounced when performance metrics are also more distal. Second, despite being understudied, the group pride-performance relationship was stronger than expected. Third, modern team characteristics are changing both the overall cohesion-performance relationship and the predictive capacity of different measurement approaches, but findings pertaining to the most optimal measurement approaches largely generalized in that these approaches were less susceptible to the influence of modern characteristics. However, in some contexts, distal cohesion metrics are just as predictive as their more proximal counterparts. Lastly, there are important nuances across different characteristics of modern teams that warrant additional research attention and should be considered in practice. Overall, findings greatly advance science and practice pertaining to the team cohesion-performance relationship.


Author(s):  
Amanda C. Cote

In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contradictory narratives, how they coexist, and what their divergence means in terms of power and gender equality. Media studies scholar Amanda C. Cote first turns to video game magazines to assess how longstanding expectations for “gamers” are shifting, how this provokes anxiety in traditional audiences, and how these players resist change, at times employing harassment and sexism to drive out new audience members. She follows this analysis by interviewing female players, to see how their experiences have been affected by games’ changing environment. Interviewees reveal many persistent barriers to full participation in gaming, including overtly and implicitly sexist elements within texts, gaming audiences, and the industry. At the same time, participants have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. Thus, Gaming Sexism reveals extensive, persistent problems in achieving gender equality in gaming. However, it also demonstrates the power of a motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces—and culture more broadly—can themselves be gamed and overcome.


2021 ◽  
Author(s):  
Bhavneet Walia ◽  
Jeeyoon Kim ◽  
Ignatius Ijere ◽  
Shane Sanders

UNSTRUCTURED We conducted a survey of 835 individuals who regularly play video games to determine the relationship between Video Gaming (VG) intensity of use and hedonic experience of the user. We divide the sample into four quartiles by self-reported VG addictive symptom level (from the Internet Gaming Disorder Scale) and conduct polynomial regressions separately for each quartile. We find that the higher VG addictive symptom level groups experience a U-shaped (curvilinear) relationship between hedonic experience and intensity of play, whereas groups with lower VG addictive symptom levels exhibit no such relationship. Due to sensitization and tolerance, we conclude that high-symptom groups experience frustration and disappointment until achieving excessive dopamine release, at which point their hedonic experience improves in additional play. Conversely, low-symptom groups experience no such fall-and-rise pattern. Members of the latter group play the game for the direct experience; therefore, their hedonic experience is more directly related to events occurring in the game than to the increasingly-elusive pursuit of excessive dopamine release. We also find that high-symptom groups spend substantially more time and money to support VG use and are much more likely to engage in VG use at the expense of other important activities, such as work, sleep, and eating.


Author(s):  
Kristen B. Miller

This chapter reports the findings of two surveys taken by players of the video game Rock Band. The purpose of the surveys was to determine what differences, if any, exist between the ways that males and females learn to play the game, are motivated to improve, interact with other players both online and in real life, and interact with other players in online communities for the game. This study suggests that while females do not appear to learn to play this game much differently from males, they are motivated differently and interact with other players differently, and ultimately they have a harder time than males finding a place in the affinity groups that exist for the game, and these findings provide starting points for teachers who intend to use video games and virtual worlds for educational purposes in guarding against creating a “gender gap” between males and females.


2013 ◽  
pp. 684-697
Author(s):  
Sandra Schamroth Abrams

The idea of bridging literacies has been a topic of much research and theory, and educators continue to struggle to help students understand how their learning transcends the classroom walls. Contributing to the discussion, this chapter focuses on factors influencing video game learning, examining the decisions and game play of eight academically struggling eleventh-grade males. Data from two related qualitative studies suggest that direct and peripheral factors influenced students’ game play. Findings from these two studies are important to the discussion of educational gaming because they can inform educators of students’ struggles and successes in learning outside the classroom. Overall, the evaluation of students’ video gaming can provide educators insight into the affordances of this digital literacy and issues affecting student learning outside the classroom.


Author(s):  
Devin J. Mills ◽  
Jessica Mettler ◽  
Michael J. Sornberger ◽  
Nancy L. Heath

Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet be examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage= 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.


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