This research attempts to identify if any, a relationship between playing multiplayer online games and developing communication like skills. Online multiplayer video games involve thousands of players all over the world who may play solo, in teams, or with one other player. To begin the study, a survey will be created in order to gather information on the communication skills of collaborative gaming individuals. The survey will have subjects answer different questions regarding their communication behavior during videogame playing. In addition the number of years that a subject has played a particular video game or participated in online video gaming will also be gathered. The reason why using surveys is the method of choice for this study …show more content…
This sample size is appropriate because the study must account for the vast number of multiplayer games that a respondent may participate in, which may have an impact on their communication skills. It is important to recognize however, that this particular sample, though a convenience sample, is also made up of respondents who are part of the gaming community. Thus, this sample has certain limitations in that the data will compiled from a self-selected sample.
Section 3: Key Variables
The main question was to identify whether online collaborative gaming improved communication skills. Four variables were used to assess whether communication skills could be improved due to online gaming they are as follows: team communication skills, communication through leadership skills, autocratic leadership skills, and leadership through democracy skills. The team communication skills variable which consists of questions on the survey 1-7 which can be found in the Appendix as 1B measure a respondents perception about their own communication skill level as a member of a cooperative team. These responses were measured by using a Likert Scale on a 5 point system with Strongly Disagree “1” to “5” Strongly Agree. These 7 questions were averaged and the higher the score received by the respondent, the better team communication skills they believe they had. The next six items, questions 8-13 were used to identify the respondents’ perceptions about their skills as a leader of a
Click here to unlock this and over one million essays
Get AccessCommunicating in Teams. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Clicking sounds… Button mashing… Screaming curse words and bloody murder; while League of Legends seems to be a pointless discourse community, the modernized game drastically modifies stories of legends. The League of Legends discourse community, proven with Swales’ six characteristics, establishes a foundation for the future success of eSports along with the intercommunication of people around the globe. The energizing, socializing events take place on a computer screen for approximately 30-40 minutes; nevertheless, the option, to friend another player, assists in extending that time. Accordingly, the discourse community is captivating, personally, in various ways, such as the mystery of elo, players, and the superstars waiting for the prospect
Do you remember the first time you played a video game? Was it Super Mario Brothers, Call of Duty, or Minesweeper? How about the time your parents told you that video games will rot your brain? Well forget all that, this paper is going to tell you the benefits of playing video games. My claim is that video games can help you with leadership skills, problem solving, education, and cognitive function.
“Be a Gamer, Save the World,” written by Jane McGonigal, is an article found in the Norton Reader 14th Edition. Video game critics are often quick to dismiss playing video games as brain numbing and a waste of time. McGonigal challenges critics of video games by discussing the benefits of playing video games. She makes a valid point by stating that video games make players more optimistic and help create better social bonds. These emotions can encourage people to desire working for the betterment of the world. McGonigal believes we can solve some of the world’s most difficult issues with the use of video games. The author makes a valid point, especially considering the advancements in technology and the
“Research demonstrates the importance of social skills in life and relationships, while other research indicates a lack of social interaction when playing video games” (Barenthin and Van Puymbroeck, 2006).
Though gaming has its drawbacks, it also has many benefits to cover them. If controlled, gaming is extremely useful and with the amount of gamers in the world today, it proves that it is not just for children or for teenagers. There are millions of adult gamers that understand the importance of gaming in the under the existing circumstances of the world. Individuals that have studied gamers believe that gaming in today’s
It shows that playing cooperatively helps increase cohesion and cooperative behavior. Not only does it help cooperation within the video game the people are playing, but it transfers to their outside behavior, even increasing cohesion with those they did not play with in the game. This article was published only two years ago, making the research done still relevant. The main author, Tobias Greitemeyer, has done research before in relation to psychology and video games, making him familiar with the subject that he is researching. This is published by the well-known source of European Journal of Social Psychology, which is well known for its articles on the subjects of psychology, much like this one. This source will be used to show the positive emotional effects, and even possible reversal of aggressive behavior, that video games can provide if they are played within the correct context. It even shows that playing a violent video game in a team context can help with improving the players cooperative
The topic focused in this paper within teamwork is communication. In teamwork, communication in an important part in order to achieve success and reach goals. This was the reason why this topic was chosen because; establishing good communication facilitates team work and achievements. This paper will be discussing four good practices that are important for communication, which are suggested by peer-reviewed scholarly articles. Each good practice is provided with an example of how it can be used in my discipline and why it could be helpful. My first practice is to establish a dialogue and hold a common ground as a team. This means to not treat the team as a debate with others, but rather with mutual respect. My second good practice in communication looks as individual communication skills, and assertiveness. My third practice views team communication skills, including team conflict resolution. The final good practice looks how to communicate during the decision making process as a team. In addition a useful technique in part of decision making is brainstorming. Following each practice will assist the team and its members to have good communication and form a stronger team.
This paper will explore the psychological benefits that video games have on individuals based on research conducted online (Internet) and offline (non-Internet) . The research will focus mainly on cognitive , motivational , emotional and social benefits that individuals gain by playing video games. Furthermore it will compare gamers with those that don 't play video games or normal teaching methods and what helps better retain the skills gained. The research conducted is based on console gaming (xbox, playstation, wii) and pc. The research will focus on first person shooters, role playing, racing games.
When speaking to the audience about gaming, we need to explain that gaming can benefit a gamer lower its stress levels, improve their historical knowledge, and offer a wide range of entertainment. Thus,
To start with, gaming is a sizable industry of significant economic importance. More importantly, video games have great potential to be a tool for learning. Educational games combine entertainment with learning and are increasing in popularity (Lenhart et al, 2008). Additionally, video games connect those within similar communities or across the world in positive ways. Technology has made it possible to enjoy this hobby with individuals from almost anywhere in a matter seconds. While video games are a product that primarily serve to entertain and make profits for companies, one of their latent functions is to connect and socialize with
For my research paper, I decided to write about the gaming community. As a gamer, I know that the community strives on technology and the Internet. Over the years, technological improvements allowed the gaming community to communicate and share information through multiple platforms. Additionally, video games allow people of all ages to learn or develop skills.
Young people today spend Most of the time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. Many times they often use video games as a reason for communication and often never even learn any social skills. However, People shouldn’t spend too much time gaming and there are a number of reasons for this: it’s unhealthy, should spend more time focusing on school, and people need to socialize more.
I am a part of the generation that only knows games that are played on home consoles. I grew up on games such as Halo, Call of Duty, and other big titles. Throughout the years, I have developed an appreciation for the form of entertainment. Where as some would have you to believe that games promote antisocial behavior. One would counter this by arguing for games, they bring people together. I have expansive, fond memories of playing Halo with my friends online. We developed a bond by playing together forming a “single mind” we could work together and know what the other people in the group were thinking. You could find this same bond among sports teams that have been playing with each other for a long time. Its these bonds that have made me firmly believe in the power of games to bring people
The value of communication was viewed within the context of virtual teams, as participants reported feeling valued by fellow team members and believing that these virtually-oriented coworkers exhibited tangible aspects of care in their interactions with them. This appears to confirm analysis provided by Dunn, Grumman, Raisinghani, & Stalling (2015) that identifies communication as a crucial component within virtual teams. Based upon this internal and external evidence, the recommendation is ensuring that effective communication takes place at all phases of team operations and that team leaders ensure that each member has ample opportunity to express ideas and to be heard. Leaders should also innovate in terms of how they establish communication channels within a team context as this capability appears to have a direct bearing on team member