Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Robbers Cave04:49

Robbers Cave

14.5K
During the 1950s, the landmark Robbers Cave experiment demonstrated that when groups must compete with one another, intergroup conflict, hostility, and even violence may result. At the Oklahoman summer camp, two troops of boys—termed the Rattlers and the Eagles—took part in a week-long tournament. During this time, their negativity culminated in derogatory name-calling, fistfights, and even vandalism and destruction of property. However, this work also revealed that such tension...
14.5K
Randomized Experiments01:13

Randomized Experiments

8.2K
The randomization process involves assigning study participants randomly to experimental or control groups based on their probability of being equally assigned. Randomization is meant to eliminate selection bias and balance known and unknown confounding factors so that the control group is similar to the treatment group as much as possible. A computer program and a random number generator can be used to assign participants to groups in a way that minimizes bias.
Simple randomization
Simple...
8.2K
Group Design02:01

Group Design

9.8K
The most basic experimental design involves two groups: the experimental group and the control group. The two groups are designed to be the same except for one difference— experimental manipulation. The experimental group gets the experimental manipulation—that is, the treatment or variable being tested—and the control group does not. Since experimental manipulation is the only difference between the experimental and control groups, we can be sure that any differences between...
9.8K

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same journal

Game Customization and Pace Effects on Movement Performance and the User Experience During Serious Games for Balance Among People After a Stroke: Cross-Sectional Repeated Measures Study.

JMIR serious games·2026
Same journal

Impact of Virtual Reality-Based Therapies on Cognition and Depression in Patients With Parkinson Disease: Systematic Review and Meta-Analysis of Randomized Controlled Trials.

JMIR serious games·2026
Same journal

Virtual Reality-Delivered Exposure for Contamination Concerns in Adults With Obsessive-Compulsive Symptoms: Single-Arm Pilot Study.

JMIR serious games·2026
Same journal

Tonal Auditory Discrimination Training in Youths: Design, Implementation, and Evaluation of Game-Based Versus Non-Game-Based Systems in a Cross-Sectional Study.

JMIR serious games·2026
Same journal

The Effects of Open-World and Fun, Accessible Games on Perceived Loneliness and Stoicism in Adults: Cross-Sectional Survey Study.

JMIR serious games·2026
Same journal

Association Between Task Difficulty Regulation in Game-Based Digital Therapeutics and Attention-Deficit/Hyperactivity Disorder Symptoms in Children: Secondary Analysis of a Randomized Controlled Trial.

JMIR serious games·2026

Related Experiment Video

Updated: Oct 10, 2025

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
13:40

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

16.9K

Team Building Through Team Video Games: Randomized Controlled Trial.

Mark J Keith1, Douglas L Dean1, James Gaskin1

  • 1Information Systems Department, Marriott School of Business, Brigham Young University, Provo, UT, United States.

JMIR Serious Games
|December 14, 2021
PubMed
Summary

Team video gaming significantly boosted team productivity by enhancing focus and immersion, independent of team cohesion. This method offers a practical approach to developing new teams and improving performance.

Keywords:
cohesionflowframeworkgamificationperformanceteamteam buildingteam cohesionteam video gamingteamworktheoryvideo games

More Related Videos

Stereoacuity Improvement using Random-Dot Video Games
06:25

Stereoacuity Improvement using Random-Dot Video Games

Published on: January 14, 2020

14.6K
The Innovation Arena: A Method for Comparing Innovative Problem-Solving Across Groups
14:14

The Innovation Arena: A Method for Comparing Innovative Problem-Solving Across Groups

Published on: May 13, 2022

6.1K

Related Experiment Videos

Last Updated: Oct 10, 2025

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
13:40

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

16.9K
Stereoacuity Improvement using Random-Dot Video Games
06:25

Stereoacuity Improvement using Random-Dot Video Games

Published on: January 14, 2020

14.6K
The Innovation Arena: A Method for Comparing Innovative Problem-Solving Across Groups
14:14

The Innovation Arena: A Method for Comparing Innovative Problem-Solving Across Groups

Published on: May 13, 2022

6.1K

Area of Science:

  • Organizational Psychology
  • Human-Computer Interaction
  • Team Dynamics

Background:

  • Effective teamwork is crucial for organizations, with poor engagement leading to substantial financial losses.
  • Understanding factors that enhance team performance and cohesion is vital for organizational success.

Purpose of the Study:

  • To investigate the efficacy of team video gaming as a tool for team building.
  • To explore how team cohesion and flow theory contribute to team performance in a gaming context.

Main Methods:

  • A controlled experiment randomly assigned teams to either a team video gaming intervention or a control group.
  • Team productivity was measured before and after the intervention using two distinct team tasks.
  • The intervention involved 45 minutes of team-based video gaming (Halo or Rock Band) or solitary work for the control group.

Main Results:

  • Teams engaging in video gaming showed significantly greater productivity increases compared to the control group across both tasks.
  • A flow-based theoretical model demonstrated superior explanatory power (R²=40.6%) for performance improvement compared to previous research (R²=18.5%).

Conclusions:

  • Team video gaming enhances performance through focused immersion, though enjoyment aspects of flow may have a negative impact.
  • Flow theory was a stronger predictor of team performance improvement than team cohesion.
  • Team video gaming's positive effects on performance are independent of its impact on team cohesion.
  • Team video gaming presents a viable and practical strategy for the development and enhancement of newly formed teams.