{"id":{"repo_id":"utc","oai_identifier":"oai:scholar.utc.edu:theses-1642"},"canonical_url":"https://search.dev.ndltd.org/etd/utc/oai:scholar.utc.edu:theses-1642","repository":{"repo_id":"utc","name":"University of Tennessee - Chattanooga","base_url":"https://scholar.utc.edu/do/oai/"},"display":{"title":"The impact of video gaming on managers' adaptive leadership skills: do millennials have an advantage?","abstract":"The aging Baby Boomer Generation, coupled with the large coming of age Millennial Generation and the need for more adaptive and flexible employees in business, is presenting companies with a challenge of how to develop individuals in leadership positions within their organizations to properly demonstrate and implement adaptive leadership attributes. This study compared data previously gathered by the participating organization from individuals composed of multiple generations currently in leadership positions attending a leadership orientation course. Data were collected using a selected instrument measuring adaptive leadership skills. The focus of this study was to determine if the Millennial Generation has gained more experience with situations playing video games and, if so, if this resulted in enhanced adaptive leadership skills. Potentially acquiring leadership, organizational, and social skills, while learning to accomplish tasks in a rapidly changing and volatile simulated environment in a video game, could have a positive impact on the Millennials’ ability to employ adaptive leadership. The learning outcomes from video game play are accomplished either as a part of the individual video game design or via Internet games for multiple players. The applicability of this study could provide direction on how to better prepare more appropriate learning solutions to develop individuals as they move into leadership roles. The resulting analysis generated data finding no significant relationship between birth generations and scores from an instrument measuring adaptive leadership, or with the amount of video game play by generation. There was a positive relationship found between birth generation and the amount of video game play.","abstract_html":"The aging Baby Boomer Generation, coupled with the large coming of age Millennial Generation and the need for more adaptive and flexible employees in business, is presenting companies with a challenge of how to develop individuals in leadership positions within their organizations to properly demonstrate and implement adaptive leadership attributes. This study compared data previously gathered by the participating organization from individuals composed of multiple generations currently in leadership positions attending a leadership orientation course. Data were collected using a selected instrument measuring adaptive leadership skills. The focus of this study was to determine if the Millennial Generation has gained more experience with situations playing video games and, if so, if this resulted in enhanced adaptive leadership skills. Potentially acquiring leadership, organizational, and social skills, while learning to accomplish tasks in a rapidly changing and volatile simulated environment in a video game, could have a positive impact on the Millennials’ ability to employ adaptive leadership. The learning outcomes from video game play are accomplished either as a part of the individual video game design or via Internet games for multiple players. The applicability of this study could provide direction on how to better prepare more appropriate learning solutions to develop individuals as they move into leadership roles. The resulting analysis generated data finding no significant relationship between birth generations and scores from an instrument measuring adaptive leadership, or with the amount of video game play by generation. There was a positive relationship found between birth generation and the amount of video game play.","abstract_has_math":false,"creators":["Harbison, John W."],"institution":"University of Tennessee at Chattanooga","degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":["Rausch, David W.","Miller, Ted L.; Crawford, Elizabeth K.; O'Brien, Elizabeth R.","College of Health, Education, and Professional Studies"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":null,"date_issued":"","date_published":null,"updated_at":"2026-07-24T05:46:28Z","subjects":["Leadership -- Management","Career development","Human-computer interaction"],"languages":["English","eng"],"rights":[],"rights_urls":["https://rightsstatements.org/page/InC/1.0/?language=en"],"identifier_entries":[]},"links":{"outbound_url":"https://scholar.utc.edu/theses/488","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Rausch, David W.","Miller, Ted L.; Crawford, Elizabeth K.; O'Brien, Elizabeth R.","College of Health, Education, and Professional Studies"]},{"key":"dc:creator","label":"Author","values":["Harbison, John W."]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2016-12-01T08:00:00Z"]},{"key":"dc:publisher","label":"Institution","values":["University of Tennessee at Chattanooga","Chattanooga (Tenn.)"]},{"key":"dc:relation","label":"Dc Relation","values":["Masters Theses and Doctoral Dissertations"]},{"key":"dc:type","label":"Dc Type","values":["Doctoral dissertations","Text"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Leadership -- Management","Career development","Human-computer interaction"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["English","eng"]},{"key":"dc:rights","label":"Dc Rights","values":["https://rightsstatements.org/page/InC/1.0/?language=en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://scholar.utc.edu/theses/488"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["Dept. of Education","Ph. D.; A dissertation submitted to the faculty of the University of Tennessee at Chattanooga in partial fulfillment of the requirements of the degree of Doctor of Philosophy."]},{"key":"dc:description.abstract","label":"Abstract","values":["The aging Baby Boomer Generation, coupled with the large coming of age Millennial Generation and the need for more adaptive and flexible employees in business, is presenting companies with a challenge of how to develop individuals in leadership positions within their organizations to properly demonstrate and implement adaptive leadership attributes. This study compared data previously gathered by the participating organization from individuals composed of multiple generations currently in leadership positions attending a leadership orientation course. Data were collected using a selected instrument measuring adaptive leadership skills. The focus of this study was to determine if the Millennial Generation has gained more experience with situations playing video games and, if so, if this resulted in enhanced adaptive leadership skills. Potentially acquiring leadership, organizational, and social skills, while learning to accomplish tasks in a rapidly changing and volatile simulated environment in a video game, could have a positive impact on the Millennials’ ability to employ adaptive leadership. The learning outcomes from video game play are accomplished either as a part of the individual video game design or via Internet games for multiple players. The applicability of this study could provide direction on how to better prepare more appropriate learning solutions to develop individuals as they move into leadership roles. The resulting analysis generated data finding no significant relationship between birth generations and scores from an instrument measuring adaptive leadership, or with the amount of video game play by generation. There was a positive relationship found between birth generation and the amount of video game play."]},{"key":"dc:title","label":"Title","values":["The impact of video gaming on managers' adaptive leadership skills: do millennials have an advantage?"]}]}],"canonical_facts":{"dc:contributor":["Rausch, David W.","Miller, Ted L.; Crawford, Elizabeth K.; O'Brien, Elizabeth R.","College of Health, Education, and Professional Studies"],"dc:creator":["Harbison, John W."],"dc:date":["2016-12-01T08:00:00Z"],"dc:description":["Dept. of Education","Ph. D.; A dissertation submitted to the faculty of the University of Tennessee at Chattanooga in partial fulfillment of the requirements of the degree of Doctor of Philosophy."],"dc:description.abstract":["The aging Baby Boomer Generation, coupled with the large coming of age Millennial Generation and the need for more adaptive and flexible employees in business, is presenting companies with a challenge of how to develop individuals in leadership positions within their organizations to properly demonstrate and implement adaptive leadership attributes. This study compared data previously gathered by the participating organization from individuals composed of multiple generations currently in leadership positions attending a leadership orientation course. Data were collected using a selected instrument measuring adaptive leadership skills. The focus of this study was to determine if the Millennial Generation has gained more experience with situations playing video games and, if so, if this resulted in enhanced adaptive leadership skills. Potentially acquiring leadership, organizational, and social skills, while learning to accomplish tasks in a rapidly changing and volatile simulated environment in a video game, could have a positive impact on the Millennials’ ability to employ adaptive leadership. The learning outcomes from video game play are accomplished either as a part of the individual video game design or via Internet games for multiple players. The applicability of this study could provide direction on how to better prepare more appropriate learning solutions to develop individuals as they move into leadership roles. The resulting analysis generated data finding no significant relationship between birth generations and scores from an instrument measuring adaptive leadership, or with the amount of video game play by generation. There was a positive relationship found between birth generation and the amount of video game play."],"dc:identifier":["https://scholar.utc.edu/theses/488"],"dc:language":["English","eng"],"dc:publisher":["University of Tennessee at Chattanooga","Chattanooga (Tenn.)"],"dc:relation":["Masters Theses and Doctoral Dissertations"],"dc:rights":["https://rightsstatements.org/page/InC/1.0/?language=en"],"dc:subject":["Leadership -- Management","Career development","Human-computer interaction"],"dc:title":["The impact of video gaming on managers' adaptive leadership skills: do millennials have an advantage?"],"dc:type":["Doctoral dissertations","Text"]},"updated_at":"2026-07-24T05:46:28Z"}