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Business Capstone Project Collection And Analysis
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Business Capstone Project Collection And Analysis
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Question:
Discuss about the Business Capstone Project Collection and Analysis.
Answer:
Introduction:
The online gaming is used in workplace to create a recreation among the employees of the organization. It gives the much needed breaks from work (Warmelink 2014). The online gaming helps the employees to keep their mind fresh and work with more attention. This helps the employees to work well and thus increases the productivity in any business (Tu et al. 2015). Most of the companies has adopted this practice of online gaming in workplace to improve the working environment of the workplace and increase the productivity of work from the employees (Kim, Kim and Oh 2014).
An outline idea about the effectiveness of online gaming in workplace and its effect in business is presented in this assignment. The method of data collection and the methods of analysis of such data are carried out in this assignment. This assignment would help the concerned authorities to understand the importance of online gaming in workplace and thereby increase this activity for their own good.
Literature review:
The online games and computer games are very popular from its introduction. The online games were introduced in the late years of the 21st century. Nowadays online gaming is very popular and is liked by people of all age. There are different types of online games found nowadays which help in learning and social and cultural development also (Griffiths and Kuss 2015). The online games are now used by different organizations in the workplace. The playing of games for a few hours helps the employees to keep their mind fresh and give more attention in their work. These games also give the much needed break between the working hours. The online games make the office a better place to work and prevent the work from being hectic and boring (Tsaliki 2016).
There are also a lot of advantages of playing online games in office. The games used nowadays helps in learning. The workers learn a lot of social and cognitive skills with the help of these games. One of the most popular games is My Hotel Marriott. The game helps to understand the workers what are the things required to run a hotel effectively (Fryling et al. 2015).This game is very effective learning tool for any business. There are also other games like Word puzzle, math puzzle which help to develop and increase the effectiveness of one’s learning skill. The games have different levels like easy, medium and hard. The IQ, learning skill and problem solving ability of the workers are getting improved by playing these games.
The online games are also used during giving training to the employees. When a employee as to be promoted to a managerial position from ordinary position, he needs to improve in terms of work efficiency, leadership quality, speaking and listening skills. Proper training needs to be given to the employee for promoting him to the position (Colbert, Yee and George 2016). This training could be given in the form of online games. The quiz and word puzzle games will help to develop the learning and speaking ability of the employee. The games also teach many social values like sportsman spirit, patience and others that are really needed for work (Hussain, Griffiths and Baguley 2012).
The best advantage of using the online games is that it is less costly and easily available. The online games also require less space. They are very good form of recreation in the workplace (Hellström 2013).
The games also have some bad effects along with all these good effects. Sometimes the workers become addicted to these sorts of games. The online games are also being criticized at many places as a matter of wasting time. The addiction of the games sometimes makes less efficient for the workers to work. The worker then spends more time in playing the games and less time in work. Thereby the production of work from the employers is decreased (Cote 2015).
Therefore, the online games have both good effects as well as bad effects. The good effects are that it improves efficiency of the employees, helps in developing various skills and social values. This also gives recreation to the employees and makes the workplace a fun place to work. The bad effects of online gaming are that many employees becomes addicted to the online gaming. The games are for improving the productivity form the employees. But in turn it decreases the productivity(Griffiths and Kuss 2015). Therefore, the time of playing games has to be controlled by the management. The employees should be given some fixed hours during the day when he could play the games. This will benefit both the workers as well as the employers. The productivity of the companies will be improved through using online games in workplace.
Problem statement:
The problem statement in this research work is to find out the effect of online gaming in the workplace activity.
Research questions:
There are lot of factors and problems in research industry. The main research questions asked in this topic are:
What are the changes brought about after the introduction of online gaming in workplace activity?
What is the feedback of the employee about the online games in workplace?
Do these online games really help the employee to concentrate in their work?
In which type of industry online gaming most widely practiced?
Which online games is most popular?
What is the basic reason behind the introduction of online games according to the employers and the companies?
Research hypotheses:
The hypotheses involved in this research are:
H0: The introduction of online gaming has not brought about any changes in the productivity from the workers.
H1: The introduction of online gaming has brought about change in the productivity in business from the workers.
Research methodologies:
The research methodologies include the methods by which data are collected for doing the research. The data used for this research is mainly of primary type. The data are collected with the help of questionnaire. The questionnaire is given to the people employed in different companies. The questionnaire asked questions related to online gaming. The opinions of the workers about the introduction of online gaming, the nature of work place environment were asked with the help of questionnaire. The data is collected by the method of stratified sampling. The companies where online gamings are used are of different types – small, medium and large. The strata are made on the basis of size of the company. The data are then collected by selecting a few organizations from each of these strata.
Gantt chart:
Week 1
Week 2
Week 6
Week 13
Week 14
Introduction
Literature review
Data collection
Data Analysis
Expected outcome
Table 1: Gantt chart of the research
(Source: created by author)
Research process:
The research process includes the way in which the entire research is to be conducted. There are many steps in doing a research. The first step is to collect the data. The data for this research work is mainly of primary type. The data is collected with the help of a research questionnaire. The questionnaire contains questions about the average wage of each employee, the working hours of the employee, the workload pressure of the employee, the opinion of the employees regarding introduction of online gaming, the workplace environment and others. The objective of doing this research is to understand the effectiveness of online gaming in workplace and improvement of the workers by the introduction of online gaming.
Data collection:
The data collected for the research is primary data. The data is collected by the help of stratified sampling. The different company where online gaming is practiced is divided into many strata according to size. The sizes are mainly determined based on revenues generated by the companies. Then data is collected from a few selected companies from each of the strata. The data has been collected by sending the questionnaire by online mail to the employers of the organization. More or less the entire country has to be covered in order to get proper estimates from the data.
Data analysis:
The data so collected can be analyzed with the help of different data analysis tools like descriptive statistics measures. The mean, median values of central tendency can be calculated to get an idea about the average figures. A regression study can also be done in order to know the opinion of the workers about online gaming. The outcome of the introduction of online gaming is to improve the productivity from the workers. Therefore a regression study can be conducted by taking the opinion of workers about the process, workplace environment and others as dependent variables and the productivity from workers as dependent variable.
Expected research outcome:
The measures of descriptive statistics will help to reveal the opinion of the workers about online gaming. The regression study will help to understand whether there is any effect in the productivity form workers by the introduction of online gaming. The significant value of the regression coefficient will indicate that the online gaming has an influence in production.
Conclusion:
In this assignment, the effectiveness of using online games in the workplace is being studied. The description of the methods of data collection and analysis of the data are given in the assignment. The possible interpretation of the results of analysis is also given in this assignment. The assignment aims to find out the growing trend of using online games in the workplace for the betterment of workplace culture. The assignment also gives an idea about the good and bad effects of the online gaming in workplace. This assignment will help the concerned organizations to have a deeper look into the matter of online gaming in workplace and introduce this process to improve productivity of the business.
References:
Tsaliki, L., 2016. Revisiting the Sexualization-of-Young-Girls Debate, Case Study Two: Self-Presentation in Girls’ Dress-Up and Make-Over Online Gaming Practices in Greece. In Children and the Politics of Sexuality (pp. 165-207). Palgrave Macmillan UK.
Fryling, M., Cotler, J., Mathews, L. and Pratico, S., 2015. Cyberbullying or Normal Game Play? Impact of age, gender, and experience on cyberbullying in multi-player online gaming environments: Perceptions from one gaming forum. Journal of Information Systems Applied Research.
Colbert, A., Yee, N. and George, G., 2016. The Digital Workforce and the Workplace of the Future. Academy of Management Journal, 59(3), pp.731-739.
Hussain, Z., Griffiths, M.D. and Baguley, T., 2012. Online gaming addiction: Classification, prediction and associated risk factors. Addiction Research & Theory, 20(5), pp.359-371.
Hellström, C., 2013. Online gaming in relation to negative consequences and ill health among adolescents.
Cote, A.C., 2015. “I Can Defend Myself” Women’s Strategies for Coping With Harassment While Gaming Online. Games and Culture, p.1555412015587603.
Griffiths, M.D. and Kuss, D.J., 2015. Online Addictions Gambling, Video Gaming, and Social Networking. The Handbook of the Psychology of Communication Technology, 32, p.384.
Kim, Y.Y., Kim, M.H. and Oh, S., 2014. Emerging factors affecting the continuance of online gaming: the roles of bridging and bonding social factors. Cluster Computing, 17(3), pp.849-859.
Tu, C.H., Yen, C.J., Sujo-Montes, L. and Roberts, G.A., 2015. Gaming personality and game dynamics in online discussion instructions. Educational Media International, 52(3), pp.155-172.
Warmelink, H., 2014. Online gaming and playful organization. Routledge.
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