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

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

Online gaming is stereotypically associated with negative outcomes, partially due to social stigmas. Given the large population of massive multiplayer online (MMO) gamers, in this qualitative study, we explored if and how gaming resulted in positive outcomes by enriching employees’ work. To do so, we interviewed 23 employed adults with extensive gaming experience. Our analysis revealed that MMO gaming resulted in several learning outcomes that were directly related to general workplace skills. We categorised these learning outcomes as affective (i.e. viewing work as solvable puzzles, developing self-confidence, developing self-awareness), behavioural (i.e. leading and working with a team, coaching and developing others, developing social connections, conflict resolution), and cognitive (i.e. gaining knowledge; goal setting, strategising, and planning; adaptability and agility; and problem-solving). Also, we highlighted the social and individual factors that played a role in how learning outcomes were transferred from gaming to work. Our findings broaden the limited scholarship on employee enrichment experiences, extending our understanding of how an individual’s hobby, as an understudied and critical part of the nonwork domain, is associated with the work domain. Our study challenges the common negative stereotypes about gamers and advocates the potential enrichment of workplace skills resulting from gaming during nonwork time.

computer games, enrichment, learning transfer, Massive multiplayer online gaming, qualitative research
1367-8868
Beigi, Mina
2986037e-5bb3-4ec0-be55-bf291ac17e24
Ayoobzadeh, Mostafa
1317b514-3d98-4eab-a16e-fb9e57cdc461
Shirmohammadi, Melika
e57e6c77-e9ed-4d54-b9f8-0ab0cbf9401e
Beigi, Mina
2986037e-5bb3-4ec0-be55-bf291ac17e24
Ayoobzadeh, Mostafa
1317b514-3d98-4eab-a16e-fb9e57cdc461
Shirmohammadi, Melika
e57e6c77-e9ed-4d54-b9f8-0ab0cbf9401e

Beigi, Mina, Ayoobzadeh, Mostafa and Shirmohammadi, Melika (2024) Learning by gaming: nonwork-to-work enrichment among successful massive multiplayer online gamers. Human Resource Development International. (doi:10.1080/13678868.2024.2404818).

Record type: Article

Abstract

Online gaming is stereotypically associated with negative outcomes, partially due to social stigmas. Given the large population of massive multiplayer online (MMO) gamers, in this qualitative study, we explored if and how gaming resulted in positive outcomes by enriching employees’ work. To do so, we interviewed 23 employed adults with extensive gaming experience. Our analysis revealed that MMO gaming resulted in several learning outcomes that were directly related to general workplace skills. We categorised these learning outcomes as affective (i.e. viewing work as solvable puzzles, developing self-confidence, developing self-awareness), behavioural (i.e. leading and working with a team, coaching and developing others, developing social connections, conflict resolution), and cognitive (i.e. gaining knowledge; goal setting, strategising, and planning; adaptability and agility; and problem-solving). Also, we highlighted the social and individual factors that played a role in how learning outcomes were transferred from gaming to work. Our findings broaden the limited scholarship on employee enrichment experiences, extending our understanding of how an individual’s hobby, as an understudied and critical part of the nonwork domain, is associated with the work domain. Our study challenges the common negative stereotypes about gamers and advocates the potential enrichment of workplace skills resulting from gaming during nonwork time.

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More information

Accepted/In Press date: 6 September 2024
e-pub ahead of print date: 4 October 2024
Additional Information: Publisher Copyright: © 2024 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.
Keywords: computer games, enrichment, learning transfer, Massive multiplayer online gaming, qualitative research

Identifiers

Local EPrints ID: 496718
URI: http://eprints.soton.ac.uk/id/eprint/496718
ISSN: 1367-8868
PURE UUID: d5cf2b4c-9773-4f95-b5d2-4b60d47b6d38
ORCID for Mina Beigi: ORCID iD orcid.org/0000-0002-4866-7205

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Date deposited: 07 Jan 2025 22:07
Last modified: 10 Jan 2025 02:59

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Contributors

Author: Mina Beigi ORCID iD
Author: Mostafa Ayoobzadeh
Author: Melika Shirmohammadi

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