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Gaming, Workplace Self-Esteem, and C...
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Dyson, Sarah Marie.
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Gaming, Workplace Self-Esteem, and Counterproductive Work Behaviors.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Gaming, Workplace Self-Esteem, and Counterproductive Work Behaviors./
Author:
Dyson, Sarah Marie.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2019,
Description:
138 p.
Notes:
Source: Dissertations Abstracts International, Volume: 80-12, Section: B.
Contained By:
Dissertations Abstracts International80-12B.
Subject:
Social psychology. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13898138
ISBN:
9781392253021
Gaming, Workplace Self-Esteem, and Counterproductive Work Behaviors.
Dyson, Sarah Marie.
Gaming, Workplace Self-Esteem, and Counterproductive Work Behaviors.
- Ann Arbor : ProQuest Dissertations & Theses, 2019 - 138 p.
Source: Dissertations Abstracts International, Volume: 80-12, Section: B.
Thesis (Ph.D.)--Walden University, 2019.
This item must not be sold to any third party vendors.
Although there is ample information on the negative aspects of video game playing, we know less about the benefits and how the benefits transfer to the gamers' workplace. Further understanding of these relationships may offer employees and employers more insight on how they can reduce counterproductive workplace behaviors (CWB) while also improving workplace morale and productivity. The purpose of this quantitative nonexperimental study is to examine the relationships between time spent engaging in gameplay, workplace self-esteem, and positive and negative workplace behaviors among gamers. Participants anonymously completed an online questionnaire utilizing the Behind the Screen Measure, Counterproductive Workplace Behavior Checklist, the Rosenberg Self-Esteem Scale, and the Work Extrinsic Intrinsic Motivation Scale. The crosssectional design consisted of 202 self-identified employed gamers over the age of 18 living in the United States. A series of linear regressions was used to test the hypotheses. According to the study results, frequency of gameplay and workplace self-esteem levels predicted CWB and intrinsic motivation, with low workplace self-esteem being a significant predictor of negative work-related behaviors. Employers, gamers, and friends and family also benefit from the knowledge that over two and a half hours of gaming could have negative effects on their self-esteem and work behaviors. This study facilitates positive social change by promoting a need for increased awareness to gamers and organizations which offer support and long-term positive social change among two different populations.
ISBN: 9781392253021Subjects--Topical Terms:
520219
Social psychology.
Subjects--Index Terms:
Motivation
Gaming, Workplace Self-Esteem, and Counterproductive Work Behaviors.
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Although there is ample information on the negative aspects of video game playing, we know less about the benefits and how the benefits transfer to the gamers' workplace. Further understanding of these relationships may offer employees and employers more insight on how they can reduce counterproductive workplace behaviors (CWB) while also improving workplace morale and productivity. The purpose of this quantitative nonexperimental study is to examine the relationships between time spent engaging in gameplay, workplace self-esteem, and positive and negative workplace behaviors among gamers. Participants anonymously completed an online questionnaire utilizing the Behind the Screen Measure, Counterproductive Workplace Behavior Checklist, the Rosenberg Self-Esteem Scale, and the Work Extrinsic Intrinsic Motivation Scale. The crosssectional design consisted of 202 self-identified employed gamers over the age of 18 living in the United States. A series of linear regressions was used to test the hypotheses. According to the study results, frequency of gameplay and workplace self-esteem levels predicted CWB and intrinsic motivation, with low workplace self-esteem being a significant predictor of negative work-related behaviors. Employers, gamers, and friends and family also benefit from the knowledge that over two and a half hours of gaming could have negative effects on their self-esteem and work behaviors. This study facilitates positive social change by promoting a need for increased awareness to gamers and organizations which offer support and long-term positive social change among two different populations.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13898138
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