Gaming, workplace self-esteem, and counterproductive work behaviors.

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  • Author(s): Dyson, Sarah Marie. Walden University, Psychology, US
  • Source:
    Dissertation Abstracts International: Section B: The Sciences and Engineering, Vol 80(11-B)(E), 2019.
  • Publisher:
    US : ProQuest Information & Learning
  • Language:
    English
  • Document Type:
    Dissertation
  • Publication Type:
    Dissertation Abstract
  • Additional Information
    • Other Journal Titles:
      Dissertation Abstracts International
    • ISSN:
      0419-4217 (Print)
    • ISBN:
      978-1392253021
    • Keywords:
      gaming, workplace self-esteem, counterproductive work behaviors
    • Abstract:
      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, the Rosenberg Self-Esteem Scale, and the Work Extrinsic Intrinsic Motivation Scale. The crosssectional design consisted of 202 self-identified employed gamers over the age of 18 living in the United States. A series of linear regressions was used to test the hypotheses. According to the study results, frequency of gameplay and workplace self-esteem levels predicted CWB and intrinsic motivation, with low workplace self-esteem being a significant predictor of negative work-related behaviors. Employers, gamers, and friends and family also benefit from the knowledge that over two and a half hours of gaming could have negative effects on their self-esteem and work behaviors. This study facilitates positive social change by promoting a need for increased awareness to gamers and organizations which offer support and long-term positive social change among two different populations. (PsycINFO Database Record (c) 2019 APA, all rights reserved)
    • Dissertation Details:
      UMI Order Number: AAI13898138
      OpenURL: http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqm&rft_dat=xri:pqdiss:13898138
      Advisor(s): Brian Cesario; Sandra Rasmussen
      Degree: Ph.D., 2019
      Institution: Walden University
      Department: Psychology
    • Subject Terms:
    • PsycINFO Classification:
      Social Psychology (3000)
      Industrial & Organizational Psychology (3600)
    • Population:
      Human
    • Methodology:
      Empirical Study; Quantitative Study
    • Physical Description:
      Electronic
    • Publication Date:
      20191223
    • Accession Number:
      2019-46356-156
  • Citations
    • ABNT:
      DYSON, S. M. Gaming, workplace self-esteem, and counterproductive work behaviors. 2019. ProQuest Information & Learning, [s. l.], 2019. Disponível em: http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=psyh&AN=2019-46356-156. Acesso em: 19 fev. 2020.
    • AMA:
      Dyson SM. Gaming, workplace self-esteem, and counterproductive work behaviors. Dissertation Abstracts International: Section B: The Sciences and Engineering. 2019;80(11-B(E)). http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=psyh&AN=2019-46356-156. Accessed February 19, 2020.
    • APA:
      Dyson, S. M. (2019). Gaming, workplace self-esteem, and counterproductive work behaviors [ProQuest Information & Learning]. In Dissertation Abstracts International: Section B: The Sciences and Engineering (Vol. 80, Issue 11–B(E)).
    • Chicago/Turabian: Author-Date:
      Dyson, Sarah Marie. 2019. “Gaming, Workplace Self-Esteem, and Counterproductive Work Behaviors.” Dissertation Abstracts International: Section B: The Sciences and Engineering. ProQuest Information & Learning. http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=psyh&AN=2019-46356-156.
    • Harvard:
      Dyson, S. M. (2019) Gaming, workplace self-esteem, and counterproductive work behaviors, Dissertation Abstracts International: Section B: The Sciences and Engineering. ProQuest Information & Learning. Available at: http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=psyh&AN=2019-46356-156 (Accessed: 19 February 2020).
    • Harvard: Australian:
      Dyson, SM 2019, ‘Gaming, workplace self-esteem, and counterproductive work behaviors’, ProQuest Information & Learning, Dissertation Abstracts International: Section B: The Sciences and Engineering, vol. 80, no. 11–B(E), viewed 19 February 2020, .
    • MLA:
      Dyson, Sarah Marie. “Gaming, Workplace Self-Esteem, and Counterproductive Work Behaviors.” Dissertation Abstracts International: Section B: The Sciences and Engineering, vol. 80, no. 11–B(E), ProQuest Information & Learning, 2019. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=psyh&AN=2019-46356-156.
    • Chicago/Turabian: Humanities:
      Dyson, Sarah Marie. “Gaming, Workplace Self-Esteem, and Counterproductive Work Behaviors.” Dissertation Abstracts International: Section B: The Sciences and Engineering. ProQuest Information & Learning, 2019. http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=psyh&AN=2019-46356-156.
    • Vancouver/ICMJE:
      Dyson SM. Gaming, workplace self-esteem, and counterproductive work behaviors [Internet]. Vol. 80, Dissertation Abstracts International: Section B: The Sciences and Engineering. ProQuest Information & Learning; 2019 [cited 2020 Feb 19]. Available from: http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=psyh&AN=2019-46356-156