Stealth Assessment of Teams in a Digital Game Environment

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.

[1]  Phillip M. Harter,et al.  Simulation for Team Training and Assessment: Case Studies of Online Training with Virtual Worlds , 2008, World Journal of Surgery.

[2]  Tony Manninen,et al.  Virtual Team Interactions in Networked Multimedia Games Case: "Counter-Strike" - Multi-player 3D Action Game , 2001 .

[3]  Tony Manninen,et al.  Interaction Forms and Communicative Actions in Multiplayer Games , 2003, Game Stud..

[4]  Julia Gressick,et al.  Distributed leadership in online groups , 2010, Int. J. Comput. Support. Collab. Learn..

[5]  Craig L. Pearce,et al.  Book Review: Shared Leadership: Reframing the Hows and Whys of Leadership , 2005 .

[6]  Liz Boyle,et al.  The Implementation of Team Based Assessment In Serious Games , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.

[7]  Wendy A. Kellogg,et al.  Using virtual interactions to explore leadership and collaboration in globally distributed teams , 2010, ICIC '10.

[8]  A. Lippert,et al.  Implementation of team training in medical education in Denmark , 2004, Quality and Safety in Health Care.

[9]  N. Yee,et al.  The psychology of massively multi-user online role-playing games: Motivations , 2005 .

[10]  Mikael Jakobsson Questing for Knowledge—Virtual Worlds as Dynamic Processes of Social Interaction , 2006 .

[11]  Marko Siitonen,et al.  Exploring the experiences concerning leadership communication in online gaming groups , 2009, MindTrek '09.

[12]  M. Csíkszentmihályi Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. , 1990 .

[13]  Anson Seers,et al.  Team-member exchange quality: a new construct for role-making research , 1989 .

[14]  M. Csíkszentmihályi Flow: The Psychology of Optimal Experience , 1990 .

[15]  Adam Bezuijen Teamplay: The further development of TeamUp, a teamwork focused serious game , 2012 .

[16]  C. R. Harz,et al.  Serious games for first responders: improving design and usage with social learning theory (volume a). , 2012 .

[17]  Ralph Schroeder,et al.  Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (Computer Supported Cooperative Work) , 2006 .

[18]  A. Edmondson Psychological Safety and Learning Behavior in Work Teams , 1999 .

[19]  Kenneth L. Bettenhausen Five Years of Groups Research: What We Have Learned and What Needs to Be Addressed , 1991 .

[20]  Heather A. Priest,et al.  Virtual Teams: Creating Context for Distributed Teamwork. , 2006 .

[21]  Raija Hämäläinen,et al.  Designing and evaluating collaboration in a virtual game environment for vocational learning , 2008, Comput. Educ..

[22]  Nick Yee,et al.  The Labor of Fun , 2006, Games Cult..

[23]  A. H. van der Hulst,et al.  Bloody Serious Gaming : Experiences with Job Oriented Training , 2008 .

[24]  Marek Bell,et al.  Play and Sociability in There: Some Lessons from Online Games for Collaborative Virtual Environments , 2006 .

[25]  David R. Michael,et al.  Serious Games: Games That Educate, Train, and Inform , 2005 .