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Gaming, Workplace, Self-Esteem, Counterproductive Work Behaviors, Sarah Marie Dyson
Gaming, Workplace, Self-Esteem, Counterproductive Work Behaviors, Sarah Marie Dyson
Walden Dissertations and Doctoral Studies
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, …