Keywords
video games, group performance, flow, cohesion, team building
Abstract
Organizational tasks are complex and time-sensitive, requiring group effort to achieve goals under pressure. To improve group performance, organizations often invest in a services designed to strengthen teams (e.g., ropes courses). However, such activities are time- and resource-expensive and have demonstrated mixed results. To proffer a more practical (shorter and less expensive) alternative, we explore the potential of video gaming as a team building activity. To this end, we employed a multi-experiment study in which we administered competitive and cooperative video games to newly formed work teams. To theoretically explain the effects of video gaming on group performance, we adapt the theoretical construct to flow to the group level. Our results reveal that all forms of video gaming had a positive effect on group performance. However, competitive versus cooperative gaming have different effects on the sub-constructs of group flow. Therefore, optimal results are obtained with cooperative-competitive video games.
Original Publication Citation
Keith, M. J., Anderson, G. Dean, D., Gaskin, J., and Payne, K. (2016). The Effects of Video Gaming on Work Group Performance. Proceedings of the International Conference on Information Systems (ICIS), December 14-17, Dublin, Ireland.
BYU ScholarsArchive Citation
Keith, Mark; Anderson, Greg; Dean, Douglas; Gaskin, James; Wiser, Trevor; Gremmert, Seth; and Payne, Katherine, "The Effects of Video Gaming on Work Group Performance" (2018). Faculty Publications. 9353.
https://scholarsarchive.byu.edu/facpub/9353
Document Type
Conference Paper
Publication Date
2018
Publisher
Proceedings of the International Conference on Information Systems
Language
English
College
Marriott School of Business
Department
Information Systems Management
Copyright Use Information
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