Academia.eduAcademia.edu

Outline

The Effects of Video Gaming on Work Group Performance

2016

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.

References (80)

  1. Admiraal, W., Huizenga, J., Akkerman, S., and Dam, G. t. 2011. "The Concept of Flow in Collaborative Game- Based Learning," Computers in Human Behavior (27:3), pp. 1185-1194.
  2. Agarwal, R., and Karahanna, E. 2000. "Time Flies When You're Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage," MIS Quarterly (24:4), pp. 665-694.
  3. Ahronson, A., and Cameron, J. E. 2007. "The Nature and Consequences of Group Cohesion in a Military Sample," Military Psychology (19:1), p. 9.
  4. Ansoff, H. I. 1970. Corporate Strategy: An Analytic Approach to Business Policy for Growth and Expansion. Penguin Books.
  5. Aubé, C., Brunelle, E., and Rousseau, V. 2013. "Flow Experience and Team Performance: The Role of Team Goal Commitment and Information Exchange," Motivation and Emotion), pp. 1-11.
  6. Bakker, A. B., Oerlemans, W., Demerouti, E., Slot, B. B., and Ali, D. K. 2011. "Flow and Performance: A Study among Talented Dutch Soccer Players," Psychology of Sport and Exercise (12:4), pp. 442-450.
  7. Bandura, A. 1991. "Social Cognitive Theory of Self-Regulation," Organizational Behavior and Human Decision Processes (50:2), pp. 248-287.
  8. Beal, D. J., Cohen, R. R., Burke, M. J., and McLendon, C. L. 2003. "Cohesion and Performance in Groups: A Meta- Analytic Clarification of Construct Relations," Journal of Applied Psychology (88:6), pp. 989-1004.
  9. Bower, B. 1995. "Return of the Group," Science News (148:21), p. 328.
  10. Boyle, I. T. 2003. The Impact of Adventure-Based Training on Team Cohesion and Psychological Skills Development in Elite Sporting Teams. Universal-Publishers.
  11. Bruner, M. W., and Spink, K. S. 2010. "Evaluating a Team Building Intervention in a Youth Exercise Setting," Group Dynamics: Theory, Research, and Practice (14:4), p. 304.
  12. Carless, S. A., and De Paola, C. 2000. "The Measurement of Cohesion in Work Teams," Small Group Research (31:1), pp. 71-88.
  13. Carron, A. V. 1982. "Cohesiveness in Sport Groups: Interpretations and Considerations," Journal of Sport Psychology (4:2).
  14. Carron, A. V., Colman, M. M., Wheeler, J., and Stevens, D. 2002. "Cohesion and Performance in Sport: A Meta Analysis," Journal of Sport & Exercise Psychology (24:2).
  15. Carron, A. V., Widmeyer, W. N., and Brawley, L. R. 1985. "The Development of an Instrument to Assess Cohesion in Sport Teams: The Group Environment Questionnaire," Journal of sport psychology (7:3).
  16. Cartwright, D. 1968. "The Nature of Group Cohesiveness," Group dynamics: Research and theory (91), p. 109.
  17. Castaño, N., Watts, T., and Tekleab, A. G. 2013. "A Reexamination of the Cohesion-Performance Relationship Meta-Analyses: A Comprehensive Approach,").
  18. Chen, J. 2007. "Flow in Games (and Everything Else)," Communications of the ACM (50:4), pp. 31-34.
  19. Chin, W. W., Marcolin, B. L., and Newsted, P. R. 2003. "A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study," Information Systems Research (14:2), pp. 189-217.
  20. Choi, D., and Kim, J. 2004. "Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents," CyberPsychology & Behavior (7:1), pp. 11-24.
  21. Cohen, J. 1988. Statistical Power Analysis for the Behavioral Sciences. Psychology Press.
  22. Costello, J. F. 2004. "Developing Team Cohesion: A Quasi-Field Experiment," DTIC Document.
  23. Csikszentmihalyi, M. 1990. Flow: The Psychology of Optimal Experience. New York: Harper and Row.
  24. DeChurch, L. A., and Mesmer-Magnus, J. R. 2010. "The Cognitive Underpinnings of Effective Teamwork: A Meta- Analysis," Journal of Applied Psychology (95:1), p. 32.
  25. Dennis, A. R., Fuller, R. M., and Valacich, J. S. 2008. "Media, Tasks, and Communication Processes: A Theory of Media Synchronicity," MIS quarterly (32:3), pp. 575-600.
  26. Dervitsiotis, K. N. 2012. "An Innovation-Based Approach for Coping with Increasing Complexity in the Global Economy," Total Quality Management & Business Excellence (23:9-10), pp. 997-1011.
  27. Ensley, M. D., and Pearson, A. W. 2005. "An Exploratory Comparison of the Behavioral Dynamics of Top Management Teams in Family and Nonfamily New Ventures: Cohesion, Conflict, Potency, and Consensus," Entrepreneurship Theory and Practice (29:3), pp. 267-284.
  28. Evans, C. R., and Dion, K. L. 2012. "Group Cohesion and Performance a Meta-Analysis," Small Group Research (43:6), pp. 690-701.
  29. Fang, X. W., Zhang, J. L., and Chan, S. S. 2013. "Development of an Instrument for Studying Flow in Computer Game Play," International Journal of Human-Computer Interaction (29:7), pp. 456-470.
  30. Festinger, L. 1954. "A Theory of Social Comparison Processes," Human Relations (7:2), pp. 117-140.
  31. Festinger, L., Back, K. W., and Schachter, S. 1950. Social Pressures in Informal Groups: A Study of Human Factors in Housing. Stanford University Press.
  32. Forbes, D. P., and Milliken, F. J. 1999. "Cognition and Corporate Governance: Understanding Boards of Directors as Strategic Decision-Making Groups," Academy of Management Review (24:3), pp. 489-505.
  33. Fornell, C., and Bookstein, F. L. 1982. "Two Structural Equation Models: Lisrel and Pls Applied to Consumer Exit- Voice Theory," Journal of Marketing Research (19:4), pp. 440-452.
  34. Gaskin, J., and Berente, N. 2011. "Video Game Design in the Mba Curriculum: An Experiential Learning Approach for Teaching Design Thinking," Communications of the Association for Information Systems (29:1), pp. 103-122.
  35. Gefen, D., and Straub, D. W. 2005. "A Practical Guide to Factorial Validity Using Pls-Graph: Tutorial and Annotated Example," Communications of the AIS (16:5), pp. 91-109.
  36. Gully, S. M., Devine, D. J., and Whitney, D. J. 1995. "A Meta-Analysis of Cohesion and Performance Effects of Level of Analysis and Task Interdependence," Small Group Research (26:4), pp. 497-520.
  37. Hoffman, D. L., and Novak, T. P. 1996. "Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations," Journal of Marketing (60:3), pp. 50-68.
  38. Hsu, C. L., and Lu, H. P. 2004. "Why Do People Play on-Line Games? An Extended Tam with Social Influences and Flow Experience," Information & Management (41:7), pp. 853-868.
  39. Huntemann, N. B., and Payne, M. T. 2009. Joystick Soldiers: The Politics of Play in Military Video Games. Routledge.
  40. Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., and Walton, A. 2008. "Measuring and Defining the Experience of Immersion in Games," International Journal of Human-Computer Studies (66:9), pp. 641-661.
  41. Johnson, D. W., and Johnson, F. P. 1991. Joining Together: Group Theory and Group Skills. Prentice-Hall, Inc.
  42. Keith, M., Anderson, G., Dean, D. L., and Gaskin, J. E. 2014. "The Effects of Team Flow on Performance: A Video Game Experiment," SIGHCI proceedings).
  43. Klein, H. J., and Mulvey, P. W. 1995. "Two Investigations of the Relationships among Group Goals, Goal Commitment, Cohesion, and Performance," Organizational Behavior and Human Decision Processes (61:1), pp. 44-53.
  44. Klein, H. J., Wesson, M. J., Hollenbeck, J. R., and Alge, B. J. 1999. "Goal Commitment and the Goal-Setting Process: Conceptual Clarification and Empirical Synthesis," Journal of Applied Psychology (84:6), p. 885.
  45. LaFasto, F., and Larson, C. 2001. When Teams Work Best: 6,000 Team Members and Leaders Tell What It Takes to Succeed. Sage.
  46. Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., and Vitak, J. 2008. "Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement," Pew Internet & American Life Project).
  47. Levi, D. 2013. Group Dynamics for Teams. Sage.
  48. Liang, H., Saraf, N., Hu, Q., and Xue, Y. 2007. "Assimilation of Enterprise Systems: The Effect of Institutional Pressures and the Mediating Role of Top Management," MIS Quarterly (31:1), pp. 59-87.
  49. Liu, D., Li, X., and Santhanam, R. 2013. "Digital Games and Beyond: What Happens When Players Compete," Mis Quarterly (37:1), pp. 111-124.
  50. Locke, E. A., and Latham, G. P. 1990. A Theory of Goal Setting & Task Performance. Prentice-Hall, Inc.
  51. Lowry, P., Gaskin, J., Twyman, N., Hammer, B., and Roberts, T. 2013a. "Proposing the Hedonic-Motivation System Adoption Model (Hmsam) to Increase Understanding of Adoption of Hedonically Motivated Systems," Journal of the Association for Information Systems (14:11), pp. 617-671.
  52. Lowry, P. B., Gaskin, J., Twyman, N., Hammer, B., and Roberts, T. 2012. "Taking 'Fun and Games' Seriously: Proposing the Hedonic-Motivation System Adoption Model (Hmsam)," Journal of the association for information systems (14:11), pp. 617-671.
  53. Lowry, P. B., Gaskin, J. E., Twyman, N. W., Hammer, B., and Roberts, T. L. 2013b. "Taking" Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (Hmsam)," Journal of the Association for Information Systems (14:11).
  54. Matheson, H., Mathes, S., and Murray, M. 1997. "The Effect of Winning and Losing on Female Interactive and Coactive Team Cohesion," Journal of Sport Behavior (20:3), p. 284.
  55. Mathieu, J. E., Heffner, T. S., Goodwin, G. F., Salas, E., and Cannon-Bowers, J. A. 2000. "The Influence of Shared Mental Models on Team Process and Performance," Journal of Applied Psychology (85:2), pp. 273-283.
  56. Mathieu, J. E., Tannenbaum, S. I., Donsbach, J. S., and Alliger, G. M. 2014. "A Review and Integration of Team Composition Models Moving toward a Dynamic and Temporal Framework," Journal of Management (40:1), pp. 130-160.
  57. Mullen, B., and Copper, C. 1994. "The Relation between Group Cohesiveness and Performance: An Integration," Psychological bulletin (115:2), p. 210.
  58. Nakamura, J., and Csikszentmihalyi, M. 2002. "The Concept of Flow," in Handbook of Positive Psychology, S.J. Lopez and C.R. Synder (eds.). London: Oxford University Press, pp. 89-105.
  59. Park, J., Jung, W., and Yang, J.-E. 2012. "Investigating the Effect of Communication Characteristics on Crew Performance under the Simulated Emergency Condition of Nuclear Power Plants," Reliability Engineering & System Safety (101), pp. 1-13.
  60. Pavlou, P. A., Liang, H. G., and Xue, Y. J. 2007. "Understanding and Mitigating Uncertainty in Online Exchange Relationships: A Principal-Agent Perspective," MIS Quarterly (31:1), pp. 105-136.
  61. Ringle, C. M., Wende, S., and Will, S. 2005. "Smartpls 2.0 (M3) Beta." Hamburg, Germany.
  62. Roberts, K. H., and O'Reilly, C. A. 1976. "Interpersonal, Work Group, and Organizational Communication: A Systemic Approach to Understanding Organizations," DTIC Document.
  63. Roberts, K. H., and Rousseau, D. M. 1989. "Research in Nearly Failure-Free, High-Reliability Organizations: Having the Bubble," Engineering Management, IEEE Transactions on (36:2), pp. 132-139.
  64. Rutkowski, A.-F., Saunders, C., Vogel, D., and Van Genuchten, M. 2007. ""Is It Already 4 Am in Your Time Zone?" Focus Immersion and Temporal Dissociation in Virtual Teams," Small group research (38:1), pp. 98-129.
  65. Salas, E. E., and Fiore, S. M. 2004. Team Cognition: Understanding the Factors That Drive Process and Performance. American Psychological Association.
  66. Senécal, J., Loughead, T. M., and Bloom, G. A. 2008. "A Season-Long Team-Building Intervention: Examining the Effect of Team Goal Setting on Cohesion," Journal of Sport & Exercise Psychology (30:2).
  67. Sexton, J. B., and Helmreich, R. L. 2000. "Analyzing Cockpit Communications: The Links between Language, Performance, Error, and Workload," Journal of Human Performance in Extreme Environments (5:1), p. 6.
  68. Sharma, R., and Yetton, P. 2007. "The Contingent Effects of Training, Technical Complexity, and Task Interdependence on Successful Information Systems Implementation," MIS Quarterly (31:2), pp. 219-238.
  69. Shaw, J. B., and Barrett-Power, E. 1998. "The Effects of Diversity on Small Work Group Processes and Performance," Human Relations (51:10), pp. 1307-1325.
  70. Sherry, J. 2004. "Flow and Media Enjoyment," Communication Theory (14:4), pp. 328-347.
  71. Smith, K. G., Smith, K. A., Olian, J. D., Sims Jr, H. P., O'Bannon, D. P., and Scully, J. A. 1994. "Top Management Team Demography and Process: The Role of Social Integration and Communication," Administrative science quarterly), pp. 412-438.
  72. Stewart, G. L., Manz, C. C., and Sims, H. P. 1999. Team Work and Group Dynamics. Wiley New York.
  73. Straub, D., Boudreau, M.-C., and Gefen, D. 2004. "Validation Guidelines for I.S. Positivist Research," Communications of the Association for Information systems (13), pp. 380-427.
  74. Sundstrom, E., De Meuse, K. P., and Futrell, D. 1990. "Work Teams: Applications and Effectiveness," American psychologist (45:2), p. 120.
  75. Sweetser, P., and Wyeth, P. 2005. "Gameflow: A Model for Evaluating Player Enjoyment in Games," ACM Computers in Entertainment (3:3), pp. 1-25.
  76. Tellegen, A., and Atkinson, G. 1974. "Openness to Absorbing and Self-Altering Experiences ('Absorption'), a Trait Related to Hypnotic Susceptibility," Journal of Abnormal Psychology (83:3), pp. 268-277.
  77. Tjosvold, D., Yu, Z. y., and Hui, C. 2004. "Team Learning from Mistakes: The Contribution of Cooperative Goals and Problem Solving*," Journal of Management Studies (41:7), pp. 1223-1245.
  78. Weick, K. E., Sutcliffe, K. M., and Obstfeld, D. 2008. "Organizing for High Reliability: Processes of Collective Mindfulness," Crisis management (3), pp. 81-123.
  79. Weinberg, R. S., and Gould, D. 2011. Foundations of Sport and Exercise Psychology. Human Kinetics.
  80. Winter, J. K., Waner, K. K., and Neal-Mansfield, J. C. 2008. "Team Climate and Productivity for Similar Majors Versus Mixed Majors," Journal of Education for Business (83:5), pp. 265-269.