Accepted for/Published in: JMIR Serious Games
Date Submitted: Mar 17, 2021
Date Accepted: Sep 24, 2021
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
Team Building Through Video Games: A Controlled Experiment
ABSTRACT
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 Clinical Trial: n/a
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