Leveling Up: How Gaming Raises Decision Making and Cooperation

Summary: A new research reveals that multiplayer online games can increase workplace abilities such as cooperation, problem-solving, and management. Experts found that players with years of experience apply their in-game actions to professional settings, developing compassion, self-confidence, and training capabilities.

These studies challenge conventional wisdom and demonstrate that gambling has the potential to develop new skills. The study makes clear that game skills can be transferred, implying that even modest gaming can promote both personal and professional development.

Important Facts:

  • Multiplayer players develop office skills like command and problem-solving.
  • Gamers record improved persistence and a “puzzle-solving” thinking in their jobs.
  • Gaming-related instruction and opinions are frequently used in professional settings.

Origin: University of Houston

Therefore, perhaps the critics and opponents of online games and its negative effects on young people should step down. That’s what technology is telling us in a new document in the journal&nbsp, Human Resource Development International&nbsp, from Melika Shirmohammadi, associate professor at the UH College of Technology. &nbsp,
 
According to the article, massive multiplayer online players learn by playing and their work-related skills are enhanced by those seemingly limitless hours that were recently dismissed as wasteful. &nbsp, &nbsp,

Many individuals cited the similarities between labor and entertainment, which allowed for the transfer of these skills. Credit: Neuroscience News

” Online game usually gets a bad reputation, but our study reveals a different tale. We found that games can actually help people create useful work knowledge”, reports Shirmohammadi.

” These skills include problem-solving, cooperation, management, and yet self-confidence. Our research shows that gaming, when done in moderation, can be a way for people to grow both personally and professionally” .&nbsp,

Gaming truths&nbsp,

Businesses are now employing a sizable number of gaming online gamers, whether they realize it or not. The mathematics on this is easy. Millions of people participate in “massively online online” or MMO activities where they interact with other players in a digital world. The best three games – World of Warcraft, Destiny 2, and Final Fantasy – say 150.6 M, 49.7 M, and 60.3 M full players both. &nbsp, &nbsp,

The purpose of the present research was to examine hobby, which is a well-understood but common component of nonwork, to find out if and how MMO gaming positively enhances employees ‘ work environments, according to Shirmohammadi. &nbsp, &nbsp,

23 employed MMO players who had at least 20 times of video game experience and had played MMO activities for at least 10 years were the subject of a quantitative study led by Shirmohammadi’s staff. &nbsp, &nbsp, &nbsp,

World of Warcraft, EVE, and Final Fantasy are some of the MMO games that require players to coordinate tasks in order to accomplish collective goals, follow team protocol ( e .g., arriving on time for missions ), work together as a team, and refrain from imprudent or unwise deeds that would endanger the mission. &nbsp,

Game More, Worry Less&nbsp, &nbsp,

Gamers reported seeing function as achievable puzzles, which in turn improved their patience when confronting problems and encouraged them to persist in doing so. One of the positive outcomes of the study was that they perceived work as a work of art. &nbsp,

One student, an expert, said:” I only see a riddle and I’m motivated to resolve it. So, it’s affected, I guess, my mindset in that way, such that I look at things as solvable …” &nbsp,

Different people claim that playing games helped them gain confidence because they were optimistic about their level of success in online gambling. However, others who were given feedback on their own abilities and how they played alongside crew members reported developing self-awareness. &nbsp,

Gamers ‘ capability with coaching skills – such as evaluating efficiency, providing suggestions, giving instructions and inspiring others– was even traced to their gaming. Many participants cited the similarities between entertainment and work, which allowed for the transfer of these skills. &nbsp,

An IT expert, described it this method:” I deal with a lot of new people]at work]. Since I kind of go out of my way in game to do all the coaching, I’ve become ahead of some of colleagues in explaining how to do certain things]to new employees ] …” &nbsp,

Entertainment for the good&nbsp,

” Our study extends the knowledge of nonwork-to-work enhancement to the MMO game perspective and reveals how a passion, as an understudied domain of life, could benefit work”, said Shirmohammadi. &nbsp,

As one famous gaming quote says,” Failure does n’t mean the game is over, it means try again with experience” .&nbsp, &nbsp,

Apparently true, especially in the professional world. &nbsp,

About this gaming and decision-making research news

Author: Laurie Fickman
Source: University of Houston
Contact: Laurie Fickman – University of Houston
Image: The image is credited to Neuroscience News

Original Research: Open access.
Learning by gaming: nonwork-to-work enrichment among successful massive multiplayer online gamers” by Melika Shirmohammadi et al. Human Resource Development International


Abstract

Learning by gaming: nonwork-to-work enrichment among successful massive multiplayer online gamers

Online gaming is typically associated with negative outcomes, at least in part because of social stigma. In this qualitative study, we examined whether and how gaming improved employee morale by influencing the large number of massive multiplayer online ( MMO ) gamers.

To do so, we interviewed 23 employed adults with extensive gaming experience. Our analysis revealed that MMO gaming had a number of learning outcomes that were in direct contact with work-related generalizations.

We categorised these learning outcomes as&nbsp, affective&nbsp, ( i. e. viewing work as solvable puzzles, developing self-confidence, developing self-awareness ), &nbsp, behavioural&nbsp, ( i. e. leading and working with a team, coaching and developing others, developing social connections, conflict resolution ), and&nbsp, cognitive&nbsp, ( i. e. gaining knowledge, goal setting, strategising, and planning, adaptability and agility, and problem-solving ).

Additionally, we highlighted how social and individual factors affected how learning outcomes were transferred from gaming to work.

Our findings expand the scope of research on employee enrichment experiences and expand our understanding of how a person’s hobby, which is a crucial component of the nonwork domain, is related to the work domain.

Our study challenges conventional myths about gamers and advocates for the potential development of non-workplace skills as a result of gaming.

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