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Effects of serious games on perceived team cohesiveness in a multi-user virtual environment
Affiliation:1. Bogazici University, Management Information Systems Department, Istanbul, Turkey;2. 3DVC, Ottawa, Canada;3. University of Ottawa, Ottawa, Canada;1. Department of Electrical Engineering, University of Isfahan, Isfahan, Iran;2. Department of Electrical Engineering, Sharif University of Technology, Tehran, Iran;3. Colleges of Engineering and Natural Sciences, Istanbul ?ehir University, Istanbul, Turkey;4. Distributed and Collaborative Virtual Environment Research Laboratory University of Ottawa, Ottawa, Canada;1. GRIAL Research Group, Department of Computers and Automatics, Research Institute for Education Sciences (IUCE), University of Salamanca, Paseo de Canalejas 169, 37008 Salamanca, Spain;2. Service of Professional Insertion, Practices and Employment, University of Salamanca, Patio de Escuelas 1, 37008 Salamanca, Spain;1. INTERVICT, Tilburg University, PO Box 90153, 5000 LE Tilburg, The Netherlands;2. Dutch Association of Mayors (Nederlands Genootschap van Burgemeesters), Nassaulaan 12, 2514 JS The Hague, The Netherlands;3. Impact – National Knowledge and Advice Centre for Psychosocial Care Concerning Critical Incidents, Partner in Arq Psychotrauma Expert Group, Nienoord 5, 1112 XE Diemen, The Netherlands;4. NIVEL – Netherlands Institute for Health Services Research, PO Box 1568, 3500BN Utrecht, The Netherlands;1. Social Neuroscience Department, Max Planck Institute for Human Cognitive and Brain Sciences, Germany;2. Institute of Psychology, Adam Mickiewicz University of Poznan, Poland;1. Department of Information and Computing Science, Utrecht University, Princetonplein 5, Utrecht, The Netherlands;2. Department of Psychiatry, Brain Center Rudolf Magnus, University Medical Center Utrecht, Heidelberglaan 100, Utrecht, The Netherlands;3. Department of Translational Neuroscience, Brain Center Rudolf Magnus, University Medical Center Utrecht, Universiteitsweg 100, Utrecht, The Netherlands
Abstract:This study aims to explore the effects of a serious game on perceived team cohesiveness in a multi-user virtual environment. A one-shot case study/post-test only experiment design was used in this study. A questionnaire was administered to the participants, who played the serious game Zoom. Multiple regression analysis was used to test the proposed framework. The results indicated that the overall framework is statistically significant. The user interface elements of the game and the attitudes of the participants towards the game affected perceived team cohesiveness, whilst the personality factor “extraversion” was found to have a moderator effect on these relationships. The study is limited by the sample size, the self-reported survey and the fact that it had only one game play. The proposed framework of the study can be used by educators, researchers and managers working with groups to foster team cohesiveness in their organizations. This study differs from previous studies mainly by the application of a statistical model to observe the effects of multi-user virtual environment serious games on perceived team cohesiveness.
Keywords:Serious game  Team cohesiveness  Virtual environment  Multi-user  Extraversion
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