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| Research article summary (published 30 Jul 2009): |
Games at work: the recreational use of computer games during working hours.
Full Abstract
The present study investigated the recreational use of video and computer games in the workplace. In an online survey, 833 employed users of online casual games reported on their use of computer games during working hours. The data indicate that playing computer games in the workplace elicits substantial levels of recovery experience. Recovery experience associated with gameplay was the strongest predictor for the use of games in the workplace. Furthermore, individuals with higher levels of work-related fatigue reported stronger recovery experience during gameplay and showed a higher tendency to play games during working hours than did persons with lower levels of work strain. Additionally, the social situation at work was found to have a significant influence on the use of games. Persons receiving less social support from colleagues and supervisors played games at work more frequently than did individuals with higher levels of social support. Furthermore, job control was positively related to the use of games at work. In sum, the results of the present study illustrate that computer games have a significant recovery potential. Implications of these findings for research on personal computer use during work and for games research in general are discussed.
Author information
Author/s: Reinecke, Leonard (L);
Affiliation: Hamburg Media School, University of Hamburg, Hamburg, Germany. l.reinecke(-atsign-)hamburgmediaschool.com
Journal and publication information
Publication Type: Journal Article
Journal: Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society (Cyberpsychol Behav), published in United States. (Language: eng)
Reference: 2009-Aug; vol 12 (issue 4) : pp 461-5
Dates: Created 2009/07/27; Completed 2009/10/26;
PMID: 19619038, status: MEDLINE (last retrieval date: 10/26/2009, IMS Date: )
Sourced from the National Library of Medicine. Abstract text and other information may be subject to copyright.
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