Information overload (IO) indicates the exchange of too much low-quality information in virtual teams. When being overloaded with information, teams need to adapt and to change communication behaviour. This study introduces and tests a structured online team adaptation (STROTA) procedure that enables virtual teams to reduce IO by improving their team mental model quality. STROTA, built from team adaptation models, is a moderated intervention consisting of three stages: (1) individual situation awareness, (2) team situation awareness, and (3) plan formulation. STROTA was tested in the context of an experimental problem-solving task. Participants (N = 363) worked in virtual teams of three and were randomly assigned to one of four experimental conditions: no STROTA, incomplete STROTA (step 1, steps 1-2), and complete STROTA (steps 1-2-3). We found teams that followed a complete STROTA procedure experienced lessened IO over time. Teams with complete STROTA showed the largest development of TMM immediately after STROTA. Finally, multilevel mediation analyses showed that TMM are mediators that explain the influence of STROTA on IO.
Recent findings indicate that events in video games, as well as players' perceptions of game characters, moderate well-established video game effects. This includes the level of identification with game characters, and players' interpretation of whether or not the actions of the characters are conceived as moral. In the present study, it was tested whether manipulating empathy for well-known game characters influences video game effects in a violent beat-'em-up game. As was expected, playing the comic hero Superman led to more prosocial behavior (i.e., returning a lost letter) than playing the evil villain Joker. A similar positive effect was observed for inducing game characters as warm and empathic before playing. Compared to a neutral text, participants in the empathy text condition judged the violence in the game as less justified, irrespective of game character. When looking at hostile perception, an interaction was found between empathy and game character. For Superman, empathy led participants to interpret neutral faces as less aggressive. When playing the evil Joker, however, empathy even increased hostile perception. This is in line with previous findings that empathy may not be positive per se. In fact, it may backfire depending on the interaction of game characters and the empathy players feel for them.
Evidence suggests that violent media influence users' cognitions, affect and behavior in a negative way, whereas prosocial media have been shown to increase the probability of prosocial behavior. In the present study it was tested whether empathy moderates these media effects. In two experiments (N=80 each), inducing empathy by means of a text (Study 1) or a video clip (Study 2) prior to playing a video game caused differential effects on cognitions and behavior depending on the nature of the subsequent video game: The induction had positive effects on participants' behavior (i.e., decreasing antisocial and increasing prosocial behavior) after a prosocial game (Study 1), or when participants played a positive hero character in an antisocial game (Study 2). In contrast, empathy increased antisocial behavior and reduced prosocial behavior after playing a mean character in an antisocial game (Study 1 & 2). These findings call attention to the differential effect of empathy depending on game type and game character, thereby questioning the unconditional positive reputation of empathy in the context of video game research.
Introduction and objective: A new instrument to measure quality of work was developed in three languages (German, French and Luxembourgish) and validated in a study of employees working in Luxembourg. Methods and results: A representative sample (n = 1529) was taken and exploratory factor analysis revealed a six-factor solution for the 21-item instrument (satisfaction and respect, mobbing, mental strain at work, cooperation, communication and feedback, and appraisal). Reliability analysis showed satisfying reliability for all six factors and the total questionnaire. In order to examine the construct validity of the new instrument, regression analyses were conducted to test whether the instrument predicted work characteristics’ influence on three components of well-being—burnout, psychological stress and maladaptive coping behaviors. Conclusion: The present validation offers a trilingual inventory for measuring quality of work that may be used, for example, as an assessment tool or for testing the effectiveness of interventions.
Abstract. While violent media has adverse effects on cognition, emotion and behavior, prosocial content promotes these variables in a prosocial way. Greater individual levels of empathy as well as increasing the level of empathy in media content typically foster prosocial behavior and reduce aggression. Two experiments replicated game content findings, and also showed that inducing empathy prior to a video game had a positive influence on behavior. However, under certain circumstances, inducing empathy before playing a violent video game may even have negative effects on behavior. As empathy is a common tool in prevention programs, the implications of these findings are discussed.
Workplace mobbing is a serious phenomenon that is costly to organizations and has various negative consequences of those targeted. The main purpose of the present study was to develop and validate a new short scale of workplace mobbing experience in three different language versions (German, French, Luxembourgish). Data were collected via computerassisted telephone interviews in a sample of 1500 employees working in Luxembourg (aged from 17 to 64; 52.7 % male) that was representative of the commuter structure of Luxembourg's workforce. Confirmatory factor analysis showed that the newly developed 5item scale has good psychometric properties and partial scalar measurement invariance for the three different language versions. Internal consistency was satisfactory (α = .73). Correlations and hierarchical regression analysis with different working condition scales and psychological health scales confirm the construct validity of the new questionnaire. Although the present findings are preliminary in nature, they nevertheless support the reliability and validity of the scale and its use in psychological research.
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