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Stealth Assessment of Teams in a Digital Game Environment

机译:在数字游戏环境中的球队中的隐身评估

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There is not much research on team collaboration in digital entertainment games, nor is there much evidence for the efficacy of game-based team training or the validity of game-based team assessment. This is a shortcoming because of an increasing pervasiveness of serious games in organizational life, e.g. for operational training, management and leadership. Is it possible to establish marked relationships between psychometric constructs that measure 'team composition and performance' and 'analytics' that unobtrusively measure gameplay performance? If so, what are the implications for game-based team research and assessment? The authors conducted explorative, quasi-experimental (field) experiments with the multiplayer serious game TeamUp. One field experiment was conducted with 150 police officers as part of task-specific two-day team training. Research data were gathered through pre-game and post-game questionnaires on team constructs such as 'psychological safety' and 'team cohesion'. A large quantity of in-game data was logged to construct indicators like 'time needed to complete the task', 'speak time' and 'avoidable mistakes' to measure team performance. The conclusion of the analysis is that 'team cohesion' and 'psychological safety' correlate moderately and significantly with in-game performance indicators. Teams with an unequal individual game performance speak the most, while teams with an equally low or equally high individual performance spend significantly less time speaking. The indicative findings support the need to further develop validated analytics and game-based environments for team research and assessment.
机译:数字娱乐游戏中的团队合作没有太多的研究,没有基于比赛的团队培训或基于比赛的团队评估的有效性的效果。这是一种缺点,因为在组织生活中的严肃游戏的普遍性越来越大。用于运营培训,管理和领导。是否有可能在测量“团队成分和性能”和“分析”的心理模切构造之间建立标记的关系,而“分析”是不引人注目地测量游戏性能的?如果是这样,基于比赛的团队研究和评估有什么影响?作者用多人游戏队伍进行了探险,准实验(现场)实验。一个现场实验是用150名警察进行的,作为任务特定的为期两天的团队培训的一部分。通过比赛前和游戏后的团队构建问卷收集研究数据,例如“心理安全”和“团队凝聚力”。记录了大量的游戏中数据以构建指标,如“完成任务所需的时间”,“说话时间”和“可避免错误”来衡量团队性能。分析的结论是“团队凝聚力”和“心理安全”与游戏中的绩效指标适度和显着关联。具有不平等的单个游戏性能的团队最为少,而具有同样低或同样高的个性表现的团队显着减少少讲话。该指示性调查结果支持进一步开发验证的分析和基于比赛的基于团队研究和评估的环境。

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