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Gamers at work: Predicting workplace-relevant behaviours across domains

机译:玩家在工作:跨领域预测与工作场所相关的行为

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摘要

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 limitationof 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 constructsincluding 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.
机译:活跃的游戏玩家越来越占现代劳动力的很大一部分。对此,组织已寻求游戏化各种工作场所实践。这甚至开始包括使用评估游戏进行员工招聘和甄选。使用游戏进行评估的一个重要限制可能是游戏和工作场所环境之间行为的跨域通用性。魔兽世界玩家(N = 355)进行了一项在线调查,以调查重要工作场所结构的跨域通用性,包括亲社会组织的公民行为,激进的适得其反的工作场所行为和特定于领域的目标取向。结果表明,自我报告的游戏行为与自我报告的工作行为之间存在适度的相关性。此外,游戏中构造通常与游戏中表现出相似的关系,就像工作场所构造对工作表现的表现类似。

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