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.

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

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