Literature DB >> 19619038

Games at work: the recreational use of computer games during working hours.

Leonard Reinecke1.   

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.

Entities:  

Mesh:

Year:  2009        PMID: 19619038     DOI: 10.1089/cpb.2009.0010

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  8 in total

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2.  Internet use at workplaces and its effects on working style in indian context: An exploration.

Authors:  Apoorva Shrivastava; Manoj K Sharma; P Marimuthu
Journal:  Indian J Occup Environ Med       Date:  2016 May-Aug

3.  Positive Emotional Effects of Leisure in Green Spaces in Alleviating Work-Family Spillover in Working Mothers.

Authors:  Po-Ju Chang; So Young Bae
Journal:  Int J Environ Res Public Health       Date:  2017-07-11       Impact factor: 3.390

4.  Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences.

Authors:  Regan Lee Mandryk; Max Valentin Birk
Journal:  J Med Internet Res       Date:  2017-04-20       Impact factor: 5.428

5.  Young adolescents' interest in a mental health casual video game.

Authors:  Russell Pine; Kylie Sutcliffe; Simon McCallum; Theresa Fleming
Journal:  Digit Health       Date:  2020-08-30

6.  Online social network use by health care providers in a high traffic patient care environment.

Authors:  Erik Black; Jennifer Light; Nicole Paradise Black; Lindsay Thompson
Journal:  J Med Internet Res       Date:  2013-05-17       Impact factor: 5.428

7.  Computer use and stress, sleep disturbances, and symptoms of depression among young adults--a prospective cohort study.

Authors:  Sara Thomée; Annika Härenstam; Mats Hagberg
Journal:  BMC Psychiatry       Date:  2012-10-22       Impact factor: 3.630

8.  Dysfunction of the frontolimbic region during swear word processing in young adolescents with Internet gaming disorder.

Authors:  J-W Chun; J Choi; H Cho; S-K Lee; D J Kim
Journal:  Transl Psychiatry       Date:  2015-08-25       Impact factor: 6.222

  8 in total

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