The impact of virtual teamwork on real-world collaboration
暂无分享,去创建一个
[1] Randy Hirokawa. Discussion Procedures and Decision-Making Performance: A Test of a Functional Perspective. , 1985 .
[2] James Kohnen,et al. Creating High Performance Organizations: Practices and Results of Employee Involvement and Total Quality Management in Fortune 1000 Companies , 1996 .
[3] Hollenbeck,et al. Decision Accuracy in Computer-Mediated versus Face-to-Face Decision-Making Teams. , 1998, Organizational behavior and human decision processes.
[4] R. Spencer. Group Genius: The Creative Power of Collaboration , 2008 .
[5] K. Sutcliffe,et al. Management team learning orientation and business unit performance. , 2003, The Journal of applied psychology.
[6] Dennis S. Gouran,et al. Facilitation of Group Communication , 1989 .
[7] B. B. Hudgins. Effects of group experience on individual problem solving. , 1960 .
[8] C. Prahalad,et al. Competing for the Future , 1994 .
[9] Carla Kuesten. The Handbook of High‐Performance Virtual Teams: A Toolkit for Collaborating across Boundaries Edited by Jill Nemiro, Michael Beyerlein, Lori Bradley, and Susan Beyerlein , 2010 .
[10] Matti Vartiainen,et al. Virtual team-working and collaboration technologies , 2008 .
[11] Jessica Lipnack,et al. Virtual Teams: Reaching Across Space, Time, and Organizations with Technology , 1997 .
[12] Henry Been-Lirn Duh,et al. The changing dynamic of social interaction in World of Warcraft: the impacts of game feature change , 2008, ACE '08.
[13] Kimball Fisher,et al. The Distance Manager: A Hands On Guide to Managing Off-Site Employees and Virtual Teams , 2000 .
[14] K. Harris,et al. The effects of cognitive-behavior modification on private speech and task performance during problem solving among learning-disabled and normally achieving children , 1986, Journal of abnormal child psychology.
[15] James Shanteau,et al. The effect of violent and non-violent computer games on cognitive performance , 2009, Comput. Hum. Behav..
[16] John L. Sherry. The effects of violent video games on aggression a meta-analysis , 2001 .
[17] Michael Workman,et al. The effects from technology-mediated interaction and openness in virtual team performance measures , 2007, Behav. Inf. Technol..
[18] E. A. Attree,et al. Training in virtual environments: transfer to real world tasks and equivalence to real task training , 2000, Ergonomics.
[19] B. Hennessey. The Social Psychology of Creativity , 2003, Encyclopedia of Creativity, Invention, Innovation and Entrepreneurship.
[20] C. Anderson,et al. Violent video games: The newest media violence hazard. , 2003 .
[21] Phyllis A. Anastasio,et al. The Common Ingroup Identity Model: Recategorization and the Reduction of Intergroup Bias , 1993 .
[22] S. Worchel,et al. Psychology of intergroup relations , 1986 .
[23] C. S. Green,et al. Action video game modifies visual selective attention , 2003, Nature.
[24] D. Simonton. Origins of genius : Darwinian perspectives on creativity , 1999 .
[25] B. Nijstad,et al. Group creativity : An introduction , 2003 .
[26] Margaret S Salter,et al. Training and Assessing Complex Decision-Making in a Virtual Environment , 2002, Perceptual and motor skills.
[27] R. A. Cooke,et al. The Impact of Group Interaction Styles on Problem-Solving Effectiveness , 1994 .
[28] Robert J. Moore,et al. "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.
[29] F. Reid. Rediscovering the Social Group: A Self-Categorization Theory , 1987 .
[30] Donald T. Campbell. Prospective: Artifact and Control1 , 2009 .
[31] C. Anderson,et al. Violent Video Games and Hostile Expectations: A Test of the General Aggression Model , 2002 .
[32] Jo Groebel,et al. Media Violence and Children , 1998 .
[33] Warren E. Watson,et al. Group Interaction Behaviors that Affect Group Performance on an I ntellective Task , 1988 .
[34] John A Scigliano,et al. Mastering Virtual Teams: Strategies, Tools, and Techniques that Succeed: Deborah L. Duarte and Nancy Tennant Snyder. (2000). 2nd ed., San Francisco, CA: Jossey-Bass, 256 pages. ISBN: 0-7879-5589-2W01. US$39.95, includes a CD-ROM , 1999, Internet High. Educ..
[35] M. Pépin,et al. Psychology of Computers: XIV. Cognitive Rehabilitation through Computer Games 1 , 1989, Perceptual and motor skills.
[36] Jack A. Goncalo,et al. Individualism-collectivism and group creativity. , 2006 .
[37] D. Jonassen,et al. Communication patterns in computer mediated versus face-to-face group problem solving , 2001 .
[38] Audrey J. Murrell,et al. How does cooperation reduce intergroup bias , 1990 .
[39] Fran C. Blumberg. Developmental differences at play: Children's selective attention and performance in video games , 1998 .
[40] Sara Kiesler,et al. Social psychological aspects of computer-mediated communication , 1984 .
[41] Rolf T. Wigand,et al. ICT Enabled Virtual Collaboration through Trust , 2006, J. Comput. Mediat. Commun..
[42] M. Brewer. In-group bias in the minimal intergroup situation: A cognitive-motivational analysis. , 1979 .
[43] L. Dee Fink,et al. Team-Based Learning: A Transformative Use of Small Groups in College Teaching , 2002 .
[44] R. A. Cooke,et al. Measuring Normative Beliefs and Shared Behavioral Expectations in Organizations: The Reliability and Validity of the Organizational Culture Inventory , 1993 .
[45] H. Tajfel,et al. The Social Identity Theory of Intergroup Behavior. , 2004 .
[46] Brian Mullen,et al. Ingroup bias as a function of salience, relevance, and status: An integration , 1992 .
[47] Lucy Gilson,et al. Virtual Teams: What Do We Know and Where Do We Go From Here? , 2004 .
[48] Sirkka L. Jarvenpaa,et al. Communication and Trust in Global Virtual Teams , 1999 .
[49] Christopher James Hamblin,et al. Transfer of *training from virtual reality environments , 2005 .
[50] Edward E. Lawler,et al. Creating high performance organizations , 2005 .
[51] Peter A. Hancock,et al. Transfer of training from virtual reality , 1993 .