Abstract
Background. Despite the increasing pervasiveness of digital entertainment and serious games in organisational life, there is little evidence for the
Aim. The authors used the game, TEAMUP for a series of team training and
Method. A total of 106 sets of data on games played by teams of professionals (police officers, auditors, consultants, etc.) and undergraduates and postgraduates (in aerospace engineering, entrepreneurship, etc.) were gathered for analysis through pre- and post-game questionnaires focusing on constructs for team quality, such as
Results. The main finding is that the in-game performance measure ‘
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