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Serious gaming used as management intervention to prevent work-related stress and raise work-engagement among workers

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Author: Wiezer, N.M. · Bakhuys Roozeboom, M.M.C. · Oprins, E.
Type:article
Date:2013
Source:4th Int. Conf. on Digital Human Modeling and Applications in Health, Safety, Ergonomics, and Risk Management: Human Body Modeling and Ergonomics, DHM 2013, Held as Part of 15th Int. Conf. on Human-Computer Interaction, HCI 2013, 21 July 2013 through 26 July 2013, Las Vegas, NV, PART 2, 8026 LNCS, 149-158
series:
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Identifier: 478208
doi: doi:10.1007/978-3-642-39182-8_18
ISBN: 9783642391811
Keywords: Workplace · Management intervention · Serious gaming · Intervention · Case-control study · Evaluation framework · Long-term effects · Management interventions · Serious gaming · Transfer of trainings · Work-related stress · Workengagement · Ergonomics · Human resource management · Managers · Personnel training · Risk management · Safety engineering · Occupational risks · Work and Employment · Healthy Living · Organisation Human · WH - Work & Health TPI - Training & Performance Innovations · BSS - Behavioural and Societal Sciences

Abstract

Work-related stress is a large occupational risks in the Netherlands but interventions to reduce this risk are not implemented in organizations. The characteristics of a serious game make it a useful training tool for managers to raise awareness on their role in stimulating work engagement and managing work-related stress. In this research project a serious game for managers is developed and implemented and will be evaluated as an intervention to reduce work-related stress and raise work-engagement among employees. The evaluation will be done in a longitudinal case-control study, using a generic, standardized evaluation framework for validation of serious games. Focus of the evaluation will be on the direct effects of playing the game and on long-term effects, cf. transfer of training. In this paper the development of the game and the design for the evaluation study will be described. © 2013 Springer-Verlag.