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Trusted Teammates: Commercial Digital Games Can Be Effective Trust-Building Tools

Published: 17 October 2019 Publication History

Abstract

Trust is a key component of high functioning virtual work teams. This study investigates the effectiveness of a commercial digital game in developing trust in virtual teams compared to a typical virtual team icebreaker. To achieve this, we outline important trust-building aspects that a game must have and identify the commercial digital game Spaceteam as a suitable candidate. Our results show that Spaceteam is more effective at developing trust in virtual teams compared to social icebreaker, indicated by differences in trusting behaviour. We did not find differences in perception of team trust or moderating effects of dispositional trust. Our findings suggest that digital games with trust-building aspects enable the verification of early trusting beliefs through gameplay, which in turn develops trust among team members. As these games are robust against individual differences in dispositional trust, it is applicable across any team composition. Our findings support the use of digital games as viable trust-building tools for virtual work teams.

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  • (2024)“Should I Introduce myself?”International Journal of Human-Computer Studies10.1016/j.ijhcs.2024.103279188:COnline publication date: 1-Aug-2024
  • (2023)Closer Worlds: Using Generative AI to Facilitate Intimate ConversationsExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585651(1-15)Online publication date: 19-Apr-2023
  • (2023)Remote Work, Work Measurement and the State of Work Research in Human-Centred ComputingInteracting with Computers10.1093/iwc/iwad01435:5(725-734)Online publication date: 27-Feb-2023
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Published In

cover image ACM Conferences
CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
October 2019
859 pages
ISBN:9781450368711
DOI:10.1145/3341215
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 October 2019

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Author Tags

  1. digital games
  2. small group research
  3. team effectiveness
  4. trust
  5. virtual teams
  6. work group

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  • Work in progress

Funding Sources

  • Engineering and Physical Sciences Research Council

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CHI PLAY '19
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CHI PLAY '19 Extended Abstracts Paper Acceptance Rate 51 of 181 submissions, 28%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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Cited By

View all
  • (2024)“Should I Introduce myself?”International Journal of Human-Computer Studies10.1016/j.ijhcs.2024.103279188:COnline publication date: 1-Aug-2024
  • (2023)Closer Worlds: Using Generative AI to Facilitate Intimate ConversationsExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585651(1-15)Online publication date: 19-Apr-2023
  • (2023)Remote Work, Work Measurement and the State of Work Research in Human-Centred ComputingInteracting with Computers10.1093/iwc/iwad01435:5(725-734)Online publication date: 27-Feb-2023
  • (2022)The end of the active work break? Remote work, sedentariness and the role of technology in creating active break-taking normsProceedings of the 1st Annual Meeting of the Symposium on Human-Computer Interaction for Work10.1145/3533406.3533409(1-13)Online publication date: 8-Jun-2022

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