ON PRODUCTIVITY LEVELS
An Interactive Qualifying Project Report
Submitted to the Faculty
Of the
WORCESTER POLYTECHNIC INSTITUTE
In partial fulfillment of the requirements for the
Degree of Bachelor of Science by Michael Anastasia
AND
Jeremiah Chaplin
Date: May 5, 2005
Professor Mark Claypool, Advisor
Abstract
Playing computer games at work is often discouraged, even though there is evidence that work breaks increases productivity and that computer games can be beneficial. We investigated the effects of computer games, particularly short Internetbased games, on productivity, especially when games are played during short breaks. We conducted two studies simulating work in an office environment, and examined the impact of computer game breaks. Although our investigations proved inconclusive, our methodology can be used for future investigations into this subject.
Chapter 1: Introduction
1.1 - Preface
Computer games have existed as a major recreational activity since the introduction of Pong in the 1970’s. Since the introduction of the personal computer the availability of electronic entertainment has increased drastically, becoming available in locations where it was previously unaccessible. The sheer number of personal computers in the workplace and presence of games on the World Wide Web have made computer games easily accessible to employee's in the workplace. Like most entertainment, the use of computer games in the workplace is frowned upon by many employers1, although there is mounting evidence that games can help stimulate thinking and foster social relationships2. However, the effects of computer games on productivity have not been as thoroughly explored. This IQP investigated the effects of skill-based computer games, particularly casual online games, on productivity, especially when the games are played during a short work breaks. With computer games on the rise as a recreational