Gamers at Work: Predicting Workplace-Relevant Behaviours Across Domains
Abstract
Active gamers are increasingly making up a larger portion of the modern workforce. In response to this, organizations have sought to gamify various workplace practices. This has even begun to include the use of assessment games for employee recruitment and selection. One important limitation of using games for assessment purposes may be the cross-domain generalizability of behaviours between game and workplace contexts. World of Warcraft players (N = 355) responded to an online survey to examine the cross-domain generalizability of important workplace constructs including prosocial organizational citizenship behaviours, aggressive counterproductive workplace behaviours and domain-specific goal orientations. Results indicate that there are moderate correlations between self-reported in-game behaviours and self-reported work behaviours. Furthermore, in-game constructs typically showed similar relationships with in-game performance as the workplace constructs do with job performance.
Recommended Citation
Short, E., & Weidner, N. W. (2019). Gamers at Work: Predicting Workplace-Relevant Behaviours Across Domains. Journal of Gaming and Virtual Worlds, 11(2), pp. 161-177. Intellect.
The definitive version is available at https://doi.org/10.1386/jgvw.11.2.161_1
Department(s)
Psychological Science
Keywords and Phrases
Assessment; Counterproductive work behaviours; Game-based assessment; Goal orientation; Organizational citizenship behaviours; World of warcraft
International Standard Serial Number (ISSN)
1757-1928; 1757-191X
Document Type
Article - Journal
Document Version
Citation
File Type
text
Language(s)
English
Rights
© 2024 Intellect, All rights reserved.
Publication Date
01 Jan 2019