Skip to main content

The Influences of Online Gaming on Leadership Development

  • Chapter
  • First Online:

Part of the book series: Lecture Notes in Computer Science ((TCOMPUTATSCIE,volume 9550))

Abstract

This study seeks to identify the effects gameplay has on leadership behaviors and establish how video games can be use as a didactic tool for leadership development. The leadership behaviors, present in both multiplayer online battle arena games (MOBA) and the real world, are identified. A self-report questionnaire that categorizes respondents’ game roles (carry, support, ganker) and real-world leadership styles (autocratic, democratic, laissez-faire) was conducted. Through contingency leadership theory, this study found that the continuous practice of specific game roles in MOBAs facilitates development of real-world leadership styles. Effects of gameplay on leadership behaviors were estimated using propensity score matching and doubly robust estimation. The empirical analyzes revealed that game players who predominantly play a specific role in games exhibit stronger real-world behaviors of the corresponding leadership style. This study concludes that playing video games helps improve leadership skills and leadership style development.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Notes

  1. 1.

    For detailed information on implementing PSM methodology, please refer to Some Practical Guidance for the Implementation of Propensity Score Matching [63].

References

  1. Harris, B.J.: Console Wars: Sega, Nintendo, and the Battle that Defined a Generation. HarperCollins, New York (2014)

    Google Scholar 

  2. Dyer-Witheford, N., de Peuter, G.: Games of Empire: Global Capitalism and Video Games. University of Minnesota Press, Minneapolis (2009)

    Google Scholar 

  3. Juul, J.: A Casual Revolution: Reinventing Video Games and Their Players. The MIT Press, Cambridge (2010)

    Google Scholar 

  4. Provenzo Jr., E.F.: Video Kids: Making Sense of Nintendo. Harvard University Press, Cambridge (1991)

    Book  Google Scholar 

  5. Gentile, D.A., Saleem, M., Anderson, C.A.: Public policy and the effects of media violence on children. Soc. Issues Policy Rev. 1, 15–61 (2007)

    Article  Google Scholar 

  6. Anderson, C.A., Gentile, D.A., Buckley, K.: Violent Video Game Effects on Children and Adolescents. Oxford University Press, Oxford (2007)

    Book  Google Scholar 

  7. Fischer, P., Greitemeyer, T., Kastenmüller, A., Vogrincic, C., Sauer, A.: The effects of risk-glorifying media exposure on risk-positive cognitions, emotions, and behaviors: a meta-analytic review. Psychol. Bull. 137, 367–390 (2011)

    Article  Google Scholar 

  8. Hull, J.G., Draghici, A.M., Sargent, J.D.: A longitudinal study of risk-glorifying video games and reckless driving. Psychol. Pop. Media Cult. 1, 244–253 (2012)

    Article  Google Scholar 

  9. Chiang, O.: How Playing Videogames Can Boost Your Career. http://www.forbes.com/2010/07/19/career-leadership-strategy-technology-videogames.html

  10. Barnett, J., Coulson, M.: Virtually real: a psychological perspective on massively multiplayer online games. Rev. Gen. Psychol. 14, 167–179 (2010)

    Article  Google Scholar 

  11. Fiedler, F.E.: A contingency model of leadership effectiveness. Adv. Exp. Soc. Psychol. 1, 149–190 (1964)

    Article  Google Scholar 

  12. Fiedler, F.E.: The contingency model: a theory of leadership effectiveness. In: Levine, J.M., Moreland, R.L. (eds.) Small Groups: Key Readings, pp. 369–382. Psychology Press, New York (2006)

    Google Scholar 

  13. Lofgren, E., Fefferman, N.: The untapped potential of virtual game worlds to shed light on real world epidemics. Lancet Infect. Dis. 7, 625–629 (2007)

    Article  Google Scholar 

  14. Yee, N.: The demographics, motivations and derived experiences of users of massively multi-user online graphical environments. Presence 15, 309–329 (2006)

    Article  Google Scholar 

  15. Reeves, B., Malone, T., Yee, N., Cheng, H., Abecassis, D., Cadwell, T., Abbey, M., Scarborough, J., Read, L., Roy, S.: Leadership in Games and at Work: Implications for the Enterprise of Massively Multiplayer Online Role-Playing Games. Seriosity Inc., Palo Alto (2007)

    Google Scholar 

  16. Jang, Y.B., Ryu, S.H.: Exploring game experiences and game leadership in massively multiplayer online role-playing game. Br. J. Educ. Technol. 42, 616–623 (2011)

    Article  Google Scholar 

  17. Bandura, A.: Social Learning Theory. General Learning Press, Morristown (1971)

    Google Scholar 

  18. Nelson, L.D., Norton, M.I.: From student to superhero: situational primes shape future helping. J. Exp. Soc. Psychol. 41, 423–430 (2005)

    Article  Google Scholar 

  19. Yoon, G., Vargas, P.T.: Know thy avatar: the unintended effect of virtual-self representation on behavior. Psychol. Sci. 25, 1043–1045 (2014)

    Article  Google Scholar 

  20. Greitemeyer, T., Osswald, S.: Effects of prosocial video games on prosocial behavior. J. Pers. Soc. Psychol. 98, 211–221 (2010)

    Article  Google Scholar 

  21. Fiedler, F.E.: A Theory of Leadership Effectiveness. McGraw-Hill, Urbana (1967)

    Google Scholar 

  22. Fiedler, F.E.: Situational Control and a Dynamic Theory of Leadership. In: King, B., Streufert, S., Fiedler, F.E. (eds.) Managerial Control and Organizational Democracy, pp. 107–131. Winston Wiley, New York (1978)

    Google Scholar 

  23. Dubin, R.: Human Relations in Administration: The Sociology of Organization, with Readings and Cases. Prentice-Hall, New York (1951)

    Google Scholar 

  24. Lewin, K., Lippitt, R.: An experimental approach to the study of autocracy and democracy: a preliminary note. Sociometry 1, 292–300 (1938)

    Article  Google Scholar 

  25. Lewin, K., Lippitt, R., White, R.K.: Patterns of aggressive behavior in experimentally created social climates. J. Soc. Psychol. 10, 271–301 (1939)

    Article  Google Scholar 

  26. Bass, B.M.: The Bass Handbook of Leadership: Theory, Research, and Managerial Applications, 4th edn. The Free Press, New York (2008)

    Google Scholar 

  27. Bandura, A.: Aggression: A Social Learning Analysis. Prentice-Hall, Englewood Cliffs (1973)

    Google Scholar 

  28. Bandura, A.: Self-efficacy: The Exercise of Control. W.H. Freeman, New York (1997)

    Google Scholar 

  29. Kriz, W.C.: Creating effective learning environments and learning organizations through gaming simulation design. Simul. Gaming 34, 495–511 (2003)

    Article  Google Scholar 

  30. Prensky, M.: Computer games and learning: digital game-based learning. Handb. Comput. Game Stud. 18, 97–122 (2005)

    Google Scholar 

  31. Defense of the Ancients. http://dota2.gamepedia.com/Defense_of_the_Ancients

  32. Defense of the Ancients. http://dota.wikia.com/wiki/Defense_of_the_Ancients

  33. PlayDotA.com: Basic Survival. http://www.playdota.com/learn/survival

  34. Hsu, S.H., Wen, M.-H., Wu, M.-C.: Exploring user experiences as predictors of MMORPG addiction. Comput. Educ. 53, 990–999 (2009)

    Article  Google Scholar 

  35. Yee, N.: Motivations for play in online games. Cyberpsychol. Behav. 9, 772–775 (2006)

    Article  Google Scholar 

  36. Aboukhadijeh, F.: Cheating in Video Games. http://feross.org/cheating-in-video-games/

  37. Consalvo, M.: Cheating: Gaining Advantage in Videogames. The MIT Press, Cambridge (2007)

    Google Scholar 

  38. Information Solutions Group: 2011 PopCap Games Social Gaming Research. http://www.infosolutionsgroup.com/pdfs/2011_PopCap_Social_Gaming_Research_Results.pdf

  39. Reuters: A New Type of Cyberbully Hits Online Gaming World. http://www.reuters.com/article/2007/07/05/us-internet-bullying-idUSN0343424320070705

  40. Mesch, G.S.: Parental mediation, online activities, and cyberbullying. Cyberpsychol. Behav. 12, 387–393 (2009)

    Article  Google Scholar 

  41. Przybylski, A.K., Deci, E.L., Deci, E., Rigby, C.S., Ryan, R.M.: Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors. J. Pers. Soc. Psychol. 106, 441–457 (2014)

    Article  Google Scholar 

  42. Role (2015). http://dota2.gamepedia.com/Role#Main_Roles

  43. Drakthul: Roles. http://www.playdota.com/guides/a-simple-guide-for-heroes-roles

  44. Rodriguez, J.: Dota Roles| Explanations and Examples. http://itsme-gaming.blogspot.jp/2011/03/dota-roles-explanations-and-examples.html

  45. Cabahug, P.: Top 10 Best DotA Players of All Time…(Countdown). http://www.sk-gaming.com/forum/16-DOTA/2298319-TOP_10_BEST_DOTA_PLAYERS_OF_ALL_TIMECOUNTDOWN

  46. Khor, E.: GosuAwards 2013 - Dota 2 Nominations. http://www.gosugamers.net/dota2/features/3603-gosuawards-voting-closed

  47. Khor, E., Kolev, R., Järvinen, J., Benjamin, F., Vitug, D.P.: GosuAwards 2013: Dota 2. http://www.gosugamers.net/390-gosuawards-2013-dota-2

  48. Hero Classifications. http://honwiki.net/wiki/Hero_Classifications#Carry

  49. FortyeniN: [PSA] So You Think You Can Carry Part 1. http://www.reddit.com/r/DotA2/comments/nc9st/psa_so_you_think_you_can_carry_part_1/

  50. SRKVEN: Dota 2: Hard Carry for Newer Players. http://team-dignitas.net/articles/blogs/DotA/795/Dota-2-Hard-Carry-for-newer-players

  51. Leech: Supports. http://www.dotafire.com/dota-2/guide/supports-108

  52. tech-ladan: How to be a Pro-support. http://www.playdota.com/guides/how-to-make-a-good-support

  53. Mayer, B.: A DotA 2 Guide for Support and Carry. http://www.team-dignitas.net/articles/blogs/DotA/851/A-DotA-2-guide-for-support-and-carry/

  54. Rodriguez, J.: 10 Ganking and Supporting Defense of the Ancients Guide. http://itsme-gaming.blogspot.jp/2011/01/10-ganking-and-supporting-lessons-you.html

  55. Ganking. http://dota2.gamepedia.com/Ganking

  56. Rodriguez, J.: DotA Ganking Styles. http://itsme-gaming.blogspot.jp/2010/12/9-dota-ganking-styles.html

  57. Goodnight, R.: Laissez-faire leadership. Encycl. Leadersh. 98, 820–823 (2004)

    Google Scholar 

  58. Avolio, B.J., Bass, B.M., Jung, D.I.: Re-examining the components of transformational and transactional leadership using the multifactor leadership. J. Occup. Organ. Psychol. 72, 441–462 (1999)

    Article  Google Scholar 

  59. Derue, D.S., Nahrgang, J.D., Wellman, N., Humphrey, S.E.: Trait and behavioral theories of leadership: an integration and meta-analytic test of their relative validity. Pers. Psychol. 64, 7–52 (2011)

    Article  Google Scholar 

  60. Stewart, W., Barling, J.: Fathers’ work experiences effect children’s behaviors via job-related affect and parenting behaviors. J. Organ. Behav. 17, 221–232 (1996)

    Article  Google Scholar 

  61. Al-Khasawneh, A.L., Futa, S.M.: The impact of leadership styles used by the academic staff in the Jordanian public universities on modifying students’ behavior: a field study in the northern region of Jordan. Int. J. Bus. Manag. 8, 1–11 (2012)

    Article  Google Scholar 

  62. Bhatti, N., Maitlo, G.M., Shaikh, N., Hashmi, M.A., Shaikh, F.M.: The impact of autocratic and democratic leadership style on job satisfaction. Int. Bus. Res. 5, 192–201 (2012)

    Article  Google Scholar 

  63. Caliendo, M., Kopeinig, S.: Some practical guidance for the implementation of propensity score matching. J. Econ. Surv. 22, 31–72 (2008)

    Article  Google Scholar 

  64. Rosenbaum, P.R.: Sensitivity analysis in observational studies. Encycl. Stat. Behav. Sci. 4, 1809–1814 (2005)

    Google Scholar 

  65. Funk, M.J., Westreich, D., Wiesen, C., Stürmer, T., Brookhart, M.A., Davidian, M.: Doubly robust estimation of causal effects. Am. J. Epidemiol. 173, 761–767 (2011)

    Article  Google Scholar 

  66. Austin, P.C.: Balance diagnostics for comparing the distribution of baseline covariates between treatment groups in propensity-score matched samples. Stat. Med. 28, 3083–3107 (2009)

    Article  MathSciNet  Google Scholar 

  67. Cohen, J.: Statistical Power Analysis for the Behavioral Science, 2nd edn. Lawrence Erlbaum Associates, Hillsdale (1988)

    Google Scholar 

  68. Normand, S.-L.T., Landrum, M.B., Guadagnoli, E., Ayanian, J.Z., Ryan, T.J., Cleary, P.D., McNeil, B.J.: Validating recommendations for coronary angiography following acute myocardial infarction in the elderly: a matched analysis using propensity scores. J. Clin. Epidemiol. 54, 387–398 (2001)

    Article  Google Scholar 

  69. Eagly, A.H., Johannesen-Schmidt, M.C., van Engen, M.L.: Transformational, transactional, and laissez-faire leadership styles: a meta-analysis comparing women and men. Psychol. Bull. 129, 569–591 (2003)

    Article  Google Scholar 

  70. Einarsen, S., Aasland, M.S., Skogstad, A.: Destructive leadership behaviour: a definition and conceptual model. Leadersh. Q. 18, 207–216 (2007)

    Article  Google Scholar 

  71. Goleman, D.: Leadership that gets results. Harv. Bus. Rev. 78, 78–90 (2000)

    Google Scholar 

  72. Gackenbach, J., Bown, J.: Mindfulness and video game play: a preliminary inquiry. Mindfulness 2, 114–122 (2011)

    Article  Google Scholar 

Download references

Acknowledgement

The author would like to express his appreciation to Hitoshi Mitomo, Atsuyuki Kato and Chutipong Keesookpun for their vast knowledge and generous advice. A sincere gratitude is extended to Ai Lu Wang for her insightful comments, support and motivation.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Tinnawat Nuangjumnong .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer-Verlag Berlin Heidelberg

About this chapter

Cite this chapter

Nuangjumnong, T. (2016). The Influences of Online Gaming on Leadership Development. In: Gavrilova, M., Tan, C., Iglesias, A., Shinya, M., Galvez, A., Sourin, A. (eds) Transactions on Computational Science XXVI. Lecture Notes in Computer Science(), vol 9550. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-49247-5_9

Download citation

  • DOI: https://doi.org/10.1007/978-3-662-49247-5_9

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-662-49246-8

  • Online ISBN: 978-3-662-49247-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics