Game-Based Intervention as a Tool for Enhancing Team Adaptation
Abstract
1. Introduction
2. Theoretical Framework
3. Materials and Methods
4. Results
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Al Issa, H. E., Thai, M. T. T., & Saad, S. (2025). Empowering social entrepreneurial intentions through experiential learning and self-efficacy. International Journal of Management Education, 23, 101154. [Google Scholar] [CrossRef]
- Arslan, A., Cooper, C., Khan, Z., Golgeci, I., & Ali, I. (2022). AI and human workers interaction at team level. International Journal of Manpower, 43, 75–88. [Google Scholar] [CrossRef]
- Belbin, R. M. (2010). Management teams: Why they succeed or fail. Routledge. [Google Scholar] [CrossRef]
- Bonebright, A. D. (2010). 40 years of storming: A historical review of Tuckman’s model of small group development. Human Resource Development International, 13, 111–120. [Google Scholar] [CrossRef]
- Cardador, M. T., Northcraft, G. B., & Whicker, J. (2017). A theory of work gamification: Something old, something new, something borrowed, something cool? Human Resource Management Review, 27, 353–365. [Google Scholar] [CrossRef]
- Carron, A. V., & Brawley, L. R. (2000). Cohesion: Conceptual and measurement issues. Small Group Research, 31, 89–106. [Google Scholar] [CrossRef]
- Clack, L. (2021). Employee engagement: Keys to organizational success. In S. K. Dhiman (Ed.), The Palgrave handbook of workplace well-being. Palgrave Macmillan. [Google Scholar] [CrossRef]
- Dahl, D., Winne, P. H., & Graham, S. (2024). The role of immersive simulations in team-based learning: A meta-synthesis of VR applications in professional training. Computers & Education, 205, 104963. [Google Scholar] [CrossRef]
- Dincă, M., Luştrea, A., Craşovan, M., Oniţiu, A., & Berge, T. (2023). Students’ perspectives on team dynamics in project-based virtual learning. SAGE Open, 13, 1. [Google Scholar] [CrossRef]
- Dingsøyr, T., Sridhar, N., Balijepally, V. G., & Moe, N. B. (2012). A decade of agile methodologies: Towards explaining agile software development. Journal of Systems and Software, 85, 1213–1221. [Google Scholar] [CrossRef]
- Dulebohn, J. H., & Hoch, J. E. (2017). Virtual teams in organizations. Human Resource Management Review, 27, 569–574. [Google Scholar] [CrossRef]
- Edmondson, C. A. (2019). The fearless organization: Creating psychological safety in the workplace for learning, innovation, and growth. Wiley. [Google Scholar]
- El-Tanahi, N., Soliman, M., Abdel Hady, H., Alfrehat, R., Faid, R., Abdelmoneim, M., Torki, M., & Hamoudah, N. (2024). The effectiveness of gamification in physical education: A systematic review. International Journal of Education in Mathematics, Science and Technology, 12, 2. [Google Scholar] [CrossRef]
- Fajčíková, A., & Urbancová, H. (2019). Factors influencing students’ motivation to seek higher education—A case study at a State University in the Czech Republic. Sustainability, 11, 4699. [Google Scholar] [CrossRef]
- Folomieieva, N., Pelekh, V., Haidamashko, I., Sivak, N., & Koriakin, O. (2024). Gamification in the educational process of higher education institutions. Amazonia Investiga, 13, 331–343. [Google Scholar] [CrossRef]
- Forsyth, R. D. (2011). Group dynamics. In R. L. Miller, E. Balcetis, S. R. Burns, D. B. Daniel, B. K. Saville, & W. D. Woody (Eds.), Promoting student engagement: Activities, exercises and demonstrations for psychology courses (pp. 28–32). Society for the Teaching of Psychology. [Google Scholar]
- Franken, A., Senderek, R., Knispel, J., Slavchova, V., & Arling, V. (2022, October 8–11). Design of learning and team-building processes in remote onboarding. 2022 IEEE Frontiers in Education Conference (FIE) (pp. 1–9), Uppsala, Sweden. [Google Scholar] [CrossRef]
- Garg, V., Singh, V., & Soni, L. (2024, February 16–17). Preparing for space: How virtual reality is revolutionizing astronaut training. 2024 IEEE International Conference for Women in Innovation, Technology & Entrepreneurship (ICWITE) (pp. 78–84), Bangalore, India. [Google Scholar] [CrossRef]
- Gerdenitsch, C., Sellitsch, D., Besser, M., Burger, S., Stegmann, C., Tscheligi, M., & Kriglstein, S. (2020). Work gamification: Effects on enjoyment, productivity and the role of leadership. Electronic Commerce Research and Applications, 43, 101019. [Google Scholar] [CrossRef]
- Hamari, J., Koivisto, J., & Sarsa, H. (2014, January 6–9). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences (HICSS) (pp. 3025–3034), Waikoloa, HI, USA. [Google Scholar] [CrossRef]
- Jim, V. H., Chow, J. M., & Ward, D. F. (2024). Unleashing entrepreneurial potential: Venture creation and self-directed experiential learning on social media amongst secondary school-aged business owners. Education and Training, 66, 717–737. [Google Scholar] [CrossRef]
- Justin, M. A. E., & Joy, M. M. (2024). Gamification, intrinsic motivation, and task performance of employees: The moderating role of goal difficulty. Behaviour & Information Technology, 43, 3993–4015. [Google Scholar] [CrossRef]
- Kam, A. H., & Umar, I. N. (2024). Fostering autonomous motivation: A deeper evaluation of gamified learning. Journal of Computing in Higher Education, 36, 368–388. [Google Scholar] [CrossRef]
- Keller, L., Gawron, O., Rahi, T., Ulsamer, P., & Müller, N. H. (2021, July). Driving success: Virtual team building through telepresence robots. In P. Zaphiris, & A. Ioannou (Eds.), Learning and collaboration technologies: Games and virtual environments for learning (Vol. 12785). Lecture Notes in Computer Science. Springer. [Google Scholar] [CrossRef]
- Kirchmayer, Z., & Fratričová, J. (2017, May 3–4). On the verge of generation Z: Career expectations of current university students. Education excellence and innovation management through vision 2020. The 29th International Business Information Management Association Conference, Vienna, Austria. [Google Scholar]
- Kovalčík, J., Švecová, M., & Kabát, M. (2023). Viability of using digital games for improving team cohesion: A systematic review of the literature. Acta Ludologica, 6, 46–65. [Google Scholar] [CrossRef]
- Kozlowski, S. W. (2018). Enhancing the effectiveness of work groups and teams: A reflection. Perspectives on Psychological Science, 13(2), 205–212. [Google Scholar] [CrossRef]
- Lane, M., & Grape, A. (2024). Utilizing experiential learning to deepen understanding in an MSW macro practice class: Impact on learning and EPAS competencies. Journal of Teaching in Social Work, 44, 2–16. [Google Scholar] [CrossRef]
- Latorre-Cosculluela, C., Sierra-Sánchez, V., & Vázquez-Toledo, S. (2025). Gamification, collaborative learning and transversal competences: Analysis of academic performance and students’ perceptions. Smart Learning Environments, 12, 2. [Google Scholar] [CrossRef]
- Luarn, P., Chen, C. C., & Chiu, Y. P. (2023). Enhancing intrinsic learning motivation through gamification: A self-determination theory perspective. International Journal of Information and Learning Technology, 40, 413–424. [Google Scholar] [CrossRef]
- Lund, G. K., Ortova, M., & Syversen, A. G. (2023). Using VR technology in the pre-onboarding of temporary employees in a Norwegian SME. Procedia CIRP, 120, 320–325. [Google Scholar] [CrossRef]
- Lyons, R. M., Fox, G., & Stephens, S. (2023). Gamification to enhance engagement and higher order learning in entrepreneurial education. Education and Training, 65, 416–432. [Google Scholar] [CrossRef]
- Mach, M., Ferreira, A. I., & Abrantes, A. C. (2022). Transformational leadership and team performance in sports teams: A conditional indirect model. Applied Psychology, 71, 662–694. [Google Scholar] [CrossRef]
- Mathieu, J. E., Gallagher, P. T., Domingo, M. A., & Klock, E. A. (2019). Embracing complexity: Reviewing the past decade of team effectiveness research. Annual Review of Organizational Psychology and Organizational Behavior, 6, 17–46. [Google Scholar] [CrossRef]
- Meret, C., Fioravanti, S., Iannotta, M., & Gatti, M. (2018). The digital employee experience: Discovering generation Z. In Digital technology and organizational change (pp. 241–256). [Google Scholar] [CrossRef]
- Mirbabaie, M., Brünker, F., Möllmann, N. R., & Stieglitz, S. (2022). The rise of artificial intelligence—understanding the AI identity threat at the workplace. Electronic Markets, 32, 73–99. [Google Scholar] [CrossRef]
- Morrison-Smith, S., & Ruiz, J. (2020). Challenges & barriers in virtual teams: A literature review. SN Applied Sciences, 2, 1096. [Google Scholar] [CrossRef]
- Mughal, M. U. (2020). The impact of leadership, teamwork and employee engagement on employee performances. Saudi Journal of Business and Management Studies, 5, 233–244. [Google Scholar] [CrossRef]
- Phan, N. (2024). Bridging the gap: A framework for experiential learning in higher education. Business and Professional Communication Quarterly. [Google Scholar] [CrossRef]
- Piwowar-Sulej, K., Blštáková, J., Ližbetinová, L., & Zagorsek, B. (2024). The impact of digitalization on employees’ future competencies: Has human resource development a conditional role here? Journal of Organizational Change Management, 37(8), 36–52. [Google Scholar]
- Rozovsky, J. (2015). The five keys to a successful Google team. Google re:Work. Available online: https://www.michigan.gov/-/media/Project/Websites/mdhhs/Folder4/Folder10/Folder3/Folder110/Folder2/Folder210/Folder1/Folder310/Google-and-Psychological-Safety.pdf?rev=7786b2b9ade041e78828f839eccc8b75 (accessed on 1 April 2025).
- Ryan, M. R., & Deci, L. E. (2017). Self-Determination theory: Basic psychological needs in motivation, development, and wellness. Guilford Press. [Google Scholar]
- Saga, E., Egilsdottir, H. Ö., Bing-Jonsson, P. C., Lindholm, E., & Skovdahl, K. (2024). It’s not the task, it’s the shifting: Exploring physicians’ and leaders’ perspectives on task shifting in emergency departments in Norway. BMC Nursing, 23, 1. [Google Scholar] [CrossRef]
- Salas, E., Reyes, D. L., & McDaniel, S. H. (2018). The science of teamwork: Progress, reflections, and the road ahead. American Psychologist, 73, 593–600. [Google Scholar] [CrossRef]
- Schwabel, D. (2014). Gen Y and Gen Z global workplace expectations study. Workplace Intelligence. Available online: https://workplaceintelligence.com/geny-genz-global-workplace-expectations-study/ (accessed on 19 May 2025).
- Shuffler, M. L., Salas, E., & Rosen, M. A. (2020). The evolution and maturation of teams in organizations: Convergent trends in the new dynamic science of teams. Frontiers in Psychology, 11, 2128. [Google Scholar] [CrossRef]
- Skorupińska, E., Hitka, M., & Sydor, M. (2024). Surveying quality management methodologies in wooden furniture production. Systems, 12, 51. [Google Scholar] [CrossRef]
- Štaffenová, N., & Kucharčíková, A. (2023). Digitalization in the human capital management. Systems, 11, 337. [Google Scholar] [CrossRef]
- Trenerry, B., Chng, S., Wang, Y., Suhaila, Z. S., Lim, S. S., Lu, H. Y., & Oh, P. H. (2021). Preparing workplaces for digital transformation. Frontiers in Psychology, 12, 620766. [Google Scholar] [CrossRef]
- Vetráková, M., & Smerek, L. (2019). Competitiveness of Slovak enterprises in Central and Eastern European region. E+M Ekonomie a Management, 22, 36–51. [Google Scholar] [CrossRef]
- Wang, G., Oh, I. S., Courtright, S. H., & Colbert, A. E. (2011). Transformational leadership and performance across criteria and levels: A meta-analytic review of 25 years of research. Group & Organization Management, 36, 223–270. [Google Scholar] [CrossRef]
- Wang, L., Xu, J., & Liu, Y. (2024). The impact of team cohesion on athlete engagement in collegiate basketball leagues: The moderating role of paternalistic leadership. Frontiers in Psychology, 15, 1473506. [Google Scholar] [CrossRef]
- Zahrádková, E. (2005). Teambuilding: Cesta k efektivní spolupráci. Portál. [Google Scholar]
- Zeybek, N., & Saygı, E. (2024). Gamification in education: Why, where, when, and how? A systematic review. Games and Culture, 19, 237–264. [Google Scholar] [CrossRef]
- Zou, W., Drake, A. P., Masur, P. K., Whitlock, J., & Bazarova, N. N. (2024). Examining learners’ engagement patterns and knowledge outcome in an experiential learning intervention for youth’s social media literacy. Computers & Education, 216, 105046. [Google Scholar] [CrossRef]
Indicator | Before the Game | After the Game | ||||
---|---|---|---|---|---|---|
Med | IQR | Min/Max | Med | IQR | Min/Max | |
Satisfaction with performing and evaluating one’s own work | 4.5 | 1.0 | 4.0/6.0 | 5.0 | 1.0 | 3.0/6.0 |
Mutual recognition within the group | 3.0 | 1.7 | 1.0/6.0 | 4.0 | 2.7 | 1.0/6.0 |
Mutual support and pulling together within the group | 4.0 | 1.7 | 2.0/6.0 | 4.0 | 2.7 | 1.0/6.0 |
Mutual awareness of strengths and weaknesses within the group | 2.0 | 1.0 | 1.0/5.0 | 4.0 | 2.7 | 1.0/6.0 |
Appropriate recognition from the group for task completion | 4.0 | 1.0 | 2.0/5.0 | 4.0 | 1.0 | 1.0/6.0 |
Encouragement within the group for creative solutions | 4.0 | 1.0 | 2.0/5.0 | 4.0 | 2.0 | 2.0/6.0 |
Lack of trust within the group | 3.0 | 0.7 | 1.0/5.0 | 4.0 | 2.0 | 1.0/6.0 |
Fear of conflict within the group | 2.0 | 1.0 | 2.0/5.0 | 4.0 | 2.0 | 1.0/5.0 |
Lack of commitment within the group | 3.0 | 2.0 | 1.0/5.0 | 4.0 | 1.7 | 2.0/5.0 |
Avoidance of responsibility within the group | 3.0 | 1.0 | 1.0/5.0 | 3.5 | 1.7 | 1.0/5.0 |
Lack of interest in shared goals within the group | 2.5 | 1.7 | 1.0/5.0 | 4.0 | 2.0 | 2.0/6.0 |
Responsibility for one’s own attitudes and behavior within the group | 5.0 | 1.0 | 2.0/6.0 | 3.0 | 1.0 | 1.0/6.0 |
Everyone in the group is a valuable team member | 4.5 | 2.0 | 2.0/6.0 | 4.0 | 1.7 | 2.0/6.0 |
The group achieves better results than comparable teams | 4.0 | 1.0 | 3.0/6.0 | 4.0 | 2.5 | 1.0/6.0 |
The group has the necessary resources to achieve its goals | 4.0 | 0.0 | 3.0/6.0 | 3.5 | 1.0 | 1.0/6.0 |
Agreement within the group on the challenges it faces | 3.5 | 1.0 | 2.0/6.0 | 4.0 | 1.5 | 2.0/5.0 |
Group members have clearly defined roles and responsibilities | 4.0 | 0.7 | 1.0/5.0 | 4.0 | 1.7 | 1.0/6.0 |
Indicator | Participation in the Game | |||||
---|---|---|---|---|---|---|
No (n = 45) | Yes (n = 45) | |||||
Med | IQR | Min/Max | Med | IQR | Min/Max | |
Satisfaction with performing and evaluating one’s own work | 4.0 | 2.0 | 1.0/6.0 | 5.0 | 1.0 | 1.0/6.0 |
Mutual recognition within the group | 3.5 | 2.0 | 2.0/6.0 | 4.0 | 1.5 | 1.0/6.0 |
Mutual support and pulling together within the group | 4.5 | 2.5 | 2.0/6.0 | 5.0 | 1.5 | 1.0/6.0 |
Mutual awareness of strengths and weaknesses within the group | 4.0 | 1.2 | 1.0/6.0 | 4.0 | 2.5 | 1.0/6.0 |
Appropriate recognition from the group for task completion | 4.0 | 1.2 | 1.0/6.0 | 5.0 | 2.0 | 1.0/6.0 |
Encouragement within the group for creative solutions | 4.0 | 1.2 | 1.0/6.0 | 5.0 | 2.0 | 2.0/6.0 |
Lack of trust within the group | 2.0 | 3.0 | 1.0/6.0 | 4.0 | 3.0 | 1.0/6.0 |
Fear of conflict within the group | 3.0 | 2.0 | 1.0/5.0 | 4.0 | 2.0 | 1.0/5.0 |
Lack of commitment within the group | 3.0 | 1.2 | 1.0/5.0 | 4.0 | 1.0 | 1.0/5.0 |
Avoidance of responsibility within the group | 3.0 | 1.2 | 2.0/6.0 | 4.0 | 3.0 | 1.0/6.0 |
Lack of interest in shared goals within the group | 3.0 | 1.2 | 1.0/6.0 | 3.0 | 2.5 | 1.0/6.0 |
Responsibility for one’s own attitudes and behavior within the group | 3.0 | 1.0 | 2.0/6.0 | 4.0 | 1.0 | 1.0/6.0 |
Everyone in the group is a valuable team member | 4.0 | 2.0 | 1.0/6.0 | 5.0 | 1.5 | 1.0/6.0 |
The group achieves better results than comparable teams | 3.0 | 1.0 | 2.0/6.0 | 4.0 | 2.0 | 1.0/6.0 |
The group has the necessary resources to achieve its goals | 3.0 | 1.2 | 2.0/5.0 | 5.0 | 1.0 | 2.0/6.0 |
Agreement within the group on the challenges it faces | 3.0 | 1.5 | 1.0/6.0 | 4.0 | 1.0 | 1.0/6.0 |
Group members have clearly defined roles and responsibilities | 4.0 | 2.0 | 1.0/6.0 | 5.0 | 1.0 | 1.0/6.0 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Stachová, K.; Stacho, Z.; Hamar, M. Game-Based Intervention as a Tool for Enhancing Team Adaptation. Adm. Sci. 2025, 15, 265. https://doi.org/10.3390/admsci15070265
Stachová K, Stacho Z, Hamar M. Game-Based Intervention as a Tool for Enhancing Team Adaptation. Administrative Sciences. 2025; 15(7):265. https://doi.org/10.3390/admsci15070265
Chicago/Turabian StyleStachová, Katarína, Zdenko Stacho, and Michal Hamar. 2025. "Game-Based Intervention as a Tool for Enhancing Team Adaptation" Administrative Sciences 15, no. 7: 265. https://doi.org/10.3390/admsci15070265
APA StyleStachová, K., Stacho, Z., & Hamar, M. (2025). Game-Based Intervention as a Tool for Enhancing Team Adaptation. Administrative Sciences, 15(7), 265. https://doi.org/10.3390/admsci15070265