The impact of video gaming on decision‐making and teamworking skills

The impact of video gaming on decision‐making and teamworking skills Purpose – To discuss the considerable impact of video gaming on young players' decision‐making and teamworking skills, and the belief that video games provide an invaluable “training camp” for business. Design/methodology/approach – An interview with John Beck, the author of the book Got Game: How a New Generation of Gamers Is Reshaping Business Forever , published by Harvard Business School Press in 2004. Findings – Emphasizes that most businesses are failing to recognize and capitalize on these skills. Predicts the shape and style of leadership in the future and suggests how businesses, and particularly “baby boomer” managers, can best begin to bridge the generation gap to unlock and build on the unprecedented strategic abilities of new, young employees. Originality/value – Offers the view that business and management training should recognize the skills and abilities of the gamer generation. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Campus-Wide Information Systems Emerald Publishing

The impact of video gaming on decision‐making and teamworking skills

Campus-Wide Information Systems, Volume 22 (5): 7 – Dec 1, 2005

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Publisher
Emerald Publishing
Copyright
Copyright © 2005 Emerald Group Publishing Limited. All rights reserved.
ISSN
1065-0741
DOI
10.1108/10650740510632226
Publisher site
See Article on Publisher Site

Abstract

Purpose – To discuss the considerable impact of video gaming on young players' decision‐making and teamworking skills, and the belief that video games provide an invaluable “training camp” for business. Design/methodology/approach – An interview with John Beck, the author of the book Got Game: How a New Generation of Gamers Is Reshaping Business Forever , published by Harvard Business School Press in 2004. Findings – Emphasizes that most businesses are failing to recognize and capitalize on these skills. Predicts the shape and style of leadership in the future and suggests how businesses, and particularly “baby boomer” managers, can best begin to bridge the generation gap to unlock and build on the unprecedented strategic abilities of new, young employees. Originality/value – Offers the view that business and management training should recognize the skills and abilities of the gamer generation.

Journal

Campus-Wide Information SystemsEmerald Publishing

Published: Dec 1, 2005

Keywords: Video games; Skills; Learning; Management training; Decision making

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