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Team Building Through Team Video Games: Randomized Controlled Trial

BACKGROUND: Organizations of all types require the use of teams. Poor team member engagement costs billions of US dollars annually. OBJECTIVE: This study aimed to explain how team building can be accomplished with team video gaming based on a team cohesion model enhanced by team flow theory. METHODS...

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Detalles Bibliográficos
Autores principales: Keith, Mark J, Dean, Douglas L, Gaskin, James, Anderson, Greg
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8715357/
https://www.ncbi.nlm.nih.gov/pubmed/34904954
http://dx.doi.org/10.2196/28896
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author Keith, Mark J
Dean, Douglas L
Gaskin, James
Anderson, Greg
author_facet Keith, Mark J
Dean, Douglas L
Gaskin, James
Anderson, Greg
author_sort Keith, Mark J
collection PubMed
description BACKGROUND: Organizations of all types require the use of teams. Poor team member engagement costs billions of US dollars annually. OBJECTIVE: This study aimed to explain how team building can be accomplished with team video gaming based on a team cohesion model enhanced by team flow theory. METHODS: In this controlled experiment, teams were randomly assigned to a team video gaming treatment or a control treatment. Team productivity was measured during both pretreatment and posttreatment team tasks. After the pretest, teams who were involved in the team video gaming treatment competed against other teams by playing the Halo or Rock Band video game for 45 minutes. After the pretest, teams in the control treatment worked alone for 45 minutes. Then, all teams completed the posttest team activity. This same experimental protocol was conducted on 2 different team tasks. RESULTS: For both tasks, teams in the team video gaming treatment increased their productivity significantly more (F(1)=8.760, P=.004) on the posttest task than teams in the control treatment. Our flow-based theoretical model explained team performance improvement more than twice as well (R(2)=40.6%) than prior related research (R(2)=18.5%). CONCLUSIONS: The focused immersion caused by team video gaming 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. Team video gaming did not increase team cohesion, so team video gaming effects are independent of cohesion. Team video gaming is a valid practical method for developing and improving newly formed teams.
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spelling pubmed-87153572022-01-14 Team Building Through Team Video Games: Randomized Controlled Trial Keith, Mark J Dean, Douglas L Gaskin, James Anderson, Greg JMIR Serious Games Original Paper BACKGROUND: Organizations of all types require the use of teams. Poor team member engagement costs billions of US dollars annually. OBJECTIVE: This study aimed to explain how team building can be accomplished with team video gaming based on a team cohesion model enhanced by team flow theory. METHODS: In this controlled experiment, teams were randomly assigned to a team video gaming treatment or a control treatment. Team productivity was measured during both pretreatment and posttreatment team tasks. After the pretest, teams who were involved in the team video gaming treatment competed against other teams by playing the Halo or Rock Band video game for 45 minutes. After the pretest, teams in the control treatment worked alone for 45 minutes. Then, all teams completed the posttest team activity. This same experimental protocol was conducted on 2 different team tasks. RESULTS: For both tasks, teams in the team video gaming treatment increased their productivity significantly more (F(1)=8.760, P=.004) on the posttest task than teams in the control treatment. Our flow-based theoretical model explained team performance improvement more than twice as well (R(2)=40.6%) than prior related research (R(2)=18.5%). CONCLUSIONS: The focused immersion caused by team video gaming 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. Team video gaming did not increase team cohesion, so team video gaming effects are independent of cohesion. Team video gaming is a valid practical method for developing and improving newly formed teams. JMIR Publications 2021-12-14 /pmc/articles/PMC8715357/ /pubmed/34904954 http://dx.doi.org/10.2196/28896 Text en ©Mark J Keith, Douglas L Dean, James Gaskin, Greg Anderson. Originally published in JMIR Serious Games (https://games.jmir.org), 14.12.2021. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Keith, Mark J
Dean, Douglas L
Gaskin, James
Anderson, Greg
Team Building Through Team Video Games: Randomized Controlled Trial
title Team Building Through Team Video Games: Randomized Controlled Trial
title_full Team Building Through Team Video Games: Randomized Controlled Trial
title_fullStr Team Building Through Team Video Games: Randomized Controlled Trial
title_full_unstemmed Team Building Through Team Video Games: Randomized Controlled Trial
title_short Team Building Through Team Video Games: Randomized Controlled Trial
title_sort team building through team video games: randomized controlled trial
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8715357/
https://www.ncbi.nlm.nih.gov/pubmed/34904954
http://dx.doi.org/10.2196/28896
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