kth.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Gaming for Meaningful Interactions in Teleworking Lessons Learned during the COVID-19 Pandemic from Integrating Gaming in Virtual Meetings
Faculty of Technology, Policy 8 Management, Delft University of Technology, Jaffalaan, Delft, The Netherlands.
KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.ORCID iD: 0000-0003-1126-3781
Faculty of Technology, Policy 8 Management, Delft University of Technology, Jaffalaan, Delft, The Netherlands.
2020 (English)In: Digital Government: Research and Practice, ISSN 2639-0175, Vol. 1, no 4, article id 31Article in journal (Refereed) Published
Abstract [en]

The recent need for social-distancing caused by COVID-19 resulted in working remotely, which can cause loneliness and disconnect from the organization. The pandemic stimulated people to look for novel ways to interact and, at the same time, socialize with each other. The change to home office increased the number of people using digital video calls; however, these impose restrictions on social bonding. In this commentary, we argue that the social bonding capacity of video calls can be increased by using games. Playing games can create a common object with shared goals, which can give players the feeling of being in the same environment, belonging to the same organization, working on joint objectives, and give an enjoyable experience. All work activities will unlikely return to the office after the pandemic is over, and preparing for remote working and socialization is needed. We recommend several avenues for research, including researching the concepts of online socialization and evaluating the effectiveness of gaming.

Place, publisher, year, edition, pages
Association for Computing Machinery , 2020. Vol. 1, no 4, article id 31
Keywords [en]
collaboration, COVID-19, Digital government, gaming, meaningful interaction, public servants, teleconferencing, teleworking, video call, Multimedia systems, Telecommuting, Bonding capacity, Digital videos, Home office, Number of peoples, Remote working, Virtual meetings, Work activities, Computer graphics
National Category
Interaction Technologies
Identifiers
URN: urn:nbn:se:kth:diva-313538DOI: 10.1145/3416308Scopus ID: 2-s2.0-85106758232OAI: oai:DiVA.org:kth-313538DiVA, id: diva2:1669349
Note

QC 20220614

Available from: 2022-06-14 Created: 2022-06-14 Last updated: 2022-06-25Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textScopus

Authority records

Meijer, Sebastiaan

Search in DiVA

By author/editor
Meijer, Sebastiaan
By organisation
Health Informatics and Logistics
Interaction Technologies

Search outside of DiVA

GoogleGoogle Scholar

doi
urn-nbn

Altmetric score

doi
urn-nbn
Total: 24 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf