878
Views
4
CrossRef citations to date
0
Altmetric
Articles

Look Before You Lead: Seeing Virtual Teams Through the Lens of Games

References

  • Ahmad, M. A., Shen, C., Srivastava, J., & Contractor, N. (2014). On the problem of predicting real world characteristics from virtual worlds. In M. A. Ahmad, C. Shen, S. Srivostava, & N. Coutractor (Eds.), Predicting real world behaviors from virtual world data (pp. 1–18). New York, NY: Springer. doi:10.1007/978-3-319-07142-8_1
  • Avolio, B., Walumbwa, F. O., & Weber, T. (2009). Leadership: Current theories, research, and future directions. Annual Review of Psychology, 60(1), 421–449. doi:10.1146/annurev.psych.60.110707.163621
  • Bass, B. M., & Bass, R. (2008). The Bass handbook of leadership (4th ed.). New York, NY: Free Press.
  • Bianchi, M., & Bohunicky, K. (2014). How World of Warcraft could save your classroom: Teaching technical communication through the social practices of MMORPGs. In J. deWinter & R. M. Moeller (Eds.), Computer games and technical communication: Critical methods & applications at the intersection (pp. 233–246). Burlington, VT: Ashgate.
  • Blackburn, J., & Kwak, H. (2014). STFU NOOB! Predicting crowdsourced decisions on toxic behavior in online games. Proceedings of the 23rd International Conference on World Wide Web (WWW ‘14). New York, NY: ACM. doi:10.1145/2566486.2567987
  • Bogost, I. (2008). The rhetoric of video games. In K. Salen (Ed.), The ecology of games: Connecting youth, games and learning (pp. 117–140). Cambridge, MA: MIT Press. doi:10.1162/dmal.9780262693646.117
  • Castronova, E. (2006). On the research value of large games: Natural experiments in Norrath and Camelot. Games and Culture, 1(2), 163–186. doi:10.1177/1555412006286686
  • Caya, O., Mortensen, M., & Pinsonneault, A. (2009). Understanding virtual team performance: A synthesis of research on the effects of team design, processes, and states. Working paper. MIT Sloan School of Management, 4738–4739. Retrieved from http://ssrn.com/abstract=1282095
  • Chavaren, O. (2003). Trust within global virtual teams. Lincoln, NE: iUniverse.
  • Costello, A. B., & Osborne, J. W. (2005). Best practices in exploratory factor analysis: Four recommendations for getting the most from your analysis. Practical Assessment, Research & Evaluation, 10(7), 1–9. Retrieved from http://pareonline.net/getvn.asp?v=10&n=7
  • Custer, J. (2014). The three D’s of procedural literacy: Developing, demonstrating, and documenting layered literacies with Valve’s steam for schools. In J. deWinter & R. M. Moeller (Eds.), Computer games and technical communication: Critical methods & applications at the intersection (pp. 247–263). Burlington, VT: Ashgate.
  • de Guinea, A. O., Webster, J., & Staples, S. (2005). A meta-analysis of the virtual teams literature (pp. 1–32). Paper presented at the Symposium on High Performance Professional Teams Industrial Relations Centre, School of Policy Studies, Queen’s University Kingston, Ontario, Canada.
  • Denison, D., Hooijberg, R., & Quinn, R. (1995). Paradox and performance: Toward a theory of behavioral complexity in managerial leadership. Organization Science, 6(5), 524–540. doi:10.1287/orsc.6.5.524
  • DeVellis, R. F. (2012). Scale development (3rd ed.). Thousand Oaks, CA: Sage.
  • deWinter, J. (2014). Just playing around: From procedural manuals to in-game training. In J. deWinter & R. M. Moeller (Eds.), Computer games and technical communication: Critical methods & applications at the intersection (pp. 69–85). Burlington, VT: Ashgate.
  • Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. (2007). The Life and Death of Online Gaming Communities: a Look at Guilds in World of Warcraft (pp. 839–848). Presented at the SIGCHI Conference on Human Factors in Computing Systems.
  • Eseryel, U. (2010). Leadership behaviors and perception in self-managing virtual teams (Unpublished doctoral dissertation). Syracuse University, Syracuse, NY.
  • Eyman, D. (2008). Computer gaming and technical communication. Technical Communication, 55(3), 242–250.
  • Gee, J. P. (2008). “Learning and Games.” In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 21–40).
  • Gilson, L. L., Maynard, M. T., Jones Young, N. C., Vartiainen, M., & Hakonen, M. (2014). Virtual teams research: 10 years, 10 themes, and 10 opportunities. Journal of Management, 41(5), 1313–1337. doi:10.1177/0149206314559946
  • Hambley, L., O’Neill, T. A., & Kline, T. (2007). Virtual team leadership: The effects of leadership style and communication medium on team interaction styles and outcomes. Organizational Behavior and Human Decision Processes, 103(1), 1–20. doi:10.1016/j.obhdp.2006.09.004
  • Hooijberg, R., Hunt, J., & Dodge, G. (1997). Leadership complexity and development of the leaderplex model. Journal of Management, 23(3), 375–408. doi:10.1177/014920639702300305
  • Lawrence, K. A., Lenk, P., & Quinn, R. E. (2009). Behavioral complexity in leadership: The psychometric properties of a new instrument to measure behavioral repertoire. Leadership Quarterly, 20(2), 87–102. doi:10.1016/j.leaqua.2009.01.014
  • Lisk, T. C., Kaplancali, U. T., & Riggio, R. E. (2012). Leadership in multiplayer online gaming environments. Simulation & Gaming, 43(1), 133–149. http://doi.org/10.1177/1046878110391975
  • Mason, J. (2013). Video games as technical communication ecology. Technical Communication Quarterly, 22(3), 219–236. doi:10.1080/10572252.2013.760062
  • Misiolek, N., & Heckman, R. (2005). Patterns of emergent leadership in virtual teams (pp. 1–10). Presented at the 38th Hawaii International Conference on System Sciences, 2005.
  • Purvanova, R. K. (2014). Face-to-face versus virtual teams: What have we really learned? Psychologist-Manager Journal, 17(1), 2–29. doi:10.1037/mgr0000009
  • Reeves, B., & Malone, T. (2007). Leadership in games and at work: Implications for the enterprise of massively multiplayer online role-playing games. Seriousity, 1–34.
  • Sandford, R., Ulicsak, M., Facer, K., & Rudd, T. (2006). Teaching with games: Using commercial off-the-shelf computer games in formal education (Research report). Bristol, England: Futurelab. Retrieved from https://www.nfer.ac.uk/publications/FUTL49/FUTL49.pdf
  • Scialdone, M., Howison, J., Crowston, K., & Heckman, R. (2008). Group maintenance in technology-supported distributed teams. Academy of Management Annual Meeting Proceedings, 2008(1), 1–6. doi:10.5465/AMBPP.2008.33645115
  • Sherlock, L. (2009). Genre, activity, and collaborative work and play in World of Warcraft: Places and problems of open systems in online gaming. Journal of Business and Technical Communication, 23(3), 263–293. doi:10.1177/1050651909333150
  • Steinkuehler, C. A. (2006). Massively multiplayer online video gaming as participation in a discourse. Mind, Culture, and Activity, 13(1), 38–52. doi:10.1207/s15327884mca1301_4
  • Turkle, S. (2011). Life on the screen. New York, NY: Simon & Schuster. Retrieved from http://www.worldcat.org/title/life-on-the-screen-identity-in-the-age-of-the-internet/oclc/33078560
  • Wang, D., Waldman, D. A., & Zhang, Z. (2014). A meta-analysis of shared leadership and team effectiveness. Journal of Applied Psychology, 99(2), 181–198. doi:10.1037/a0034531
  • Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 1(4), 338–361. doi:10.1177/1555412006292616
  • Yoo, Y., & Alavi, M. (2004). Emergent leadership in virtual teams: What do emergent leaders do? Information and Organization, 14(1), 27–58. doi:10.1016/j.infoandorg.2003.11.001
  • Zhu, M. (2012, August). Assembly of successful project teams: Insights from the study of massively multiplayer online role-playing games (MMORPGs) (Unpublished doctoral dissertation). Retrieved from ProQuest (3527661).

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.