Gaming for Meaningful Interactions in Teleworking Lessons Learned during the COVID-19 Pandemic from Integrating Gaming in Virtual Meetings
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
Other Engineering and Technologies
Identifiers URN: urn:nbn:se:kth:diva-313538 DOI: 10.1145/3416308 Scopus ID: 2-s2.0-85106758232 OAI: oai:DiVA.org:kth-313538 DiVA, id: diva2:1669349
Note QC 20220614
2022-06-142022-06-142025-02-18 Bibliographically approved