Fostering Group Collaboration in Virtual Worlds

In this paper, we investigate the potential of Virtual Worlds (VWs) in fostering group collaboration in Virtual Teams. A team building activity, the Get Together Activity (GTA), was built in Second Life. It consisted of a set of eight activities. The first six intend to offer the participants experiences of transformed social interaction and embodiment, facilitating a certain familiarity with the VW. The last two activities encourage collaborative experience with team members through coordination in time and space. The article reports the design of these activities and places them in the context literature on VWs. Eighty-one participants were invited to fill in a survey evaluating the GTA. The results are presented and analyzed. The results of fourteen structured interviews with a focus group of participants provided more insights.

[1]  C W Brown A HANDY SUBSTITUTE FOR THE BLAST BLOWPIPE IN BLOWPIPE ANALYSIS. , 1908, Science.

[2]  Suprateek Sarker,et al.  Understanding Virtual Team Development: An Interpretive Study , 2003, J. Assoc. Inf. Syst..

[3]  Eduardo Salas,et al.  The Effect of Team Building on Performance , 1999 .

[4]  Les Gasser,et al.  A Design Theory for Systems That Support Emergent Knowledge Processes , 2002, MIS Q..

[5]  Manju K. Ahuja,et al.  Are All Distributed Teams the Same? Differentiating Between Temporary and Ongoing Distributed Teams , 2006 .

[6]  Anthony R. Hendrickson,et al.  Virtual teams: Technology and the workplace of the future , 1998 .

[7]  Michael H. Zack,et al.  Interactivity and Communication Mode Choice in Ongoing Management Groups , 1993, Inf. Syst. Res..

[8]  John R. Wilson,et al.  Virtual and interactive environments for work of the future , 2006, Int. J. Hum. Comput. Stud..

[9]  P. McLeod,et al.  The eyes have it : Minority influence in face-to-face and computer-mediated group discussion , 1997 .

[10]  Susan Persky,et al.  The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments , 2005, Presence: Teleoperators & Virtual Environments.

[11]  Richard T. Watson,et al.  Culture: a fourth dimension of group support systems , 1994, CACM.

[12]  Robert S. Baron,et al.  The eyes have it : Minority influence in face-to-face and computer-mediated group discussion , 1997 .

[13]  Robert J. Moore,et al.  Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds , 2007, Computer Supported Cooperative Work (CSCW).

[14]  Youngjin Yoo,et al.  The Impact of Knowledge Coordination on Virtual Team Performance Over Time , 2007, MIS Q..

[15]  Joe Sanchez,et al.  Second Life: An Interactive Qualitative Analysis , 2007 .

[16]  William W. Gaver,et al.  AFFORDANCES FOR INTERACTION: THE SOCIAL IS MATERIAL FOR DESIGN , 1996 .

[17]  Yoris A. Au Design Science I: The Role of Design Science in Electronic Commerce Research , 2001, Commun. Assoc. Inf. Syst..

[18]  Chris Joslin,et al.  Collaborative virtual environments: from birth to standardization , 2004, IEEE Communications Magazine.

[19]  Jeremy N. Bailenson,et al.  A Longitudinal Study of Task Performance, Head Movements, Subjective Report, Simulator Sickness, and Transformed Social Interaction in Collaborative Virtual Environments , 2006, PRESENCE: Teleoperators and Virtual Environments.

[20]  Ulrike Schultze,et al.  Embodiment and presence in virtual worlds: a review , 2010, J. Inf. Technol..

[21]  J. Hattie,et al.  Adventure Education and Outward Bound: Out-of-Class Experiences That Make a Lasting Difference , 1997 .

[22]  Anne P. Massey,et al.  Getting It Together: Temporal Coordination and Conflict Management in Global Virtual Teams , 2001 .

[23]  Wendy A. Kellogg,et al.  Games for virtual team building , 2008, DIS '08.

[24]  Judith A. Holton,et al.  Building trust and collaboration in a virtual team , 2001 .

[25]  Frank Biocca,et al.  The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments , 2003, Presence: Teleoperators & Virtual Environments.

[26]  Jeremy N. Bailenson,et al.  Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments , 2004, Presence: Teleoperators & Virtual Environments.

[27]  E. Rogers,et al.  Diffusion of innovations , 1964, Encyclopedia of Sport Management.

[28]  Robert O. Briggs,et al.  Towards an Instrument to Measure Successfulness of Collaborative Effort from a Participant Perspective , 2009, 2009 42nd Hawaii International Conference on System Sciences.

[29]  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..

[30]  Steve Benford,et al.  Embodiments, avatars, clones and agents for multi-user, multi-sensory virtual worlds , 1997, Multimedia Systems.

[31]  Sirkka L. Jarvenpaa,et al.  Is Anybody Out There? Antecedents of Trust in Global Virtual Teams , 1998, J. Manag. Inf. Syst..

[32]  Bradley L. Kirkman,et al.  The Impact of Team Empowerment on Virtual Team Performance: The Moderating Role of Face-to-Face Interaction , 2004 .

[33]  Johann Füller,et al.  Co-Creation in Virtual Worlds: The Design of the User Experience , 2011, MIS Q..

[34]  Ritu Agarwal,et al.  A Conceptual and Operational Definition of Personal Innovativeness in the Domain of Information Technology , 1998, Inf. Syst. Res..

[35]  Sirkka L. Jarvenpaa,et al.  Communication and Trust in Global Virtual Teams , 1999, J. Comput. Mediat. Commun..

[36]  Thomas Chesney,et al.  Virtual world experimentation: An exploratory study , 2009 .

[37]  Philip H. Mirvis Flow: The Psychology of Optimal Experience , 1991 .

[38]  M. Csíkszentmihályi Flow: The Psychology of Optimal Experience , 1990 .

[39]  W. Bainbridge The Scientific Research Potential of Virtual Worlds , 2007, Science.

[40]  Richard T. Watson,et al.  Reducing Status Effects with Computer-Mediated Communication: Evidence from Two Distinct National Cultures , 1998, J. Manag. Inf. Syst..

[41]  Robert O. Briggs,et al.  Towards an instrument to measure Successfulness of collaborative effort from a participant perspective , 2009 .

[42]  Douglas R. Vogel,et al.  Sociocultural Learning: A Perspective on GSS-Enabled Global Education , 2001, Commun. Assoc. Inf. Syst..

[43]  John D. Murphy,et al.  Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses , 2009, J. Assoc. Inf. Syst..

[44]  D. Gefen,et al.  Consumer trust in B2C e-Commerce and the importance of social presence: experiments in e-Products and e-Services , 2004 .

[45]  C. Saunders,et al.  “Is It Already 4 a.m. in Your Time Zone?” , 2007 .

[46]  P. Buller,et al.  Effects of Team Building and Goal Setting on Productivity: A Field Experiment , 1986 .

[47]  Daniel R. Dolk,et al.  Design Principles for Virtual Worlds , 2011, MIS Q..

[48]  Kathleen M. Carley,et al.  Network Structure in Virtual Organizations , 1999, J. Comput. Mediat. Commun..

[49]  Eduardo Salas,et al.  Does Team Building Work? , 2009 .

[50]  M. Csíkszentmihályi Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. , 1990 .

[51]  Lyle R. Wetsch The “New” Virtual Consumer: Exploring the Experiences of New Users , 2008 .

[52]  Carol Saunders,et al.  Communication in Virtual Teams: Ten Years of Experience in Education , 2008, IEEE Transactions on Professional Communication.

[53]  Matthew Lombard,et al.  At the Heart of It All: The Concept of Presence , 2006 .

[54]  Susan A. Jackson,et al.  Flow Experience and Athletes’ Performance with Reference to the Orthogonal Model of Flow , 2007 .

[55]  Paul A. Pavlou,et al.  Understanding and Predicting Electronic Commerce Adoption: An Extension of the Theory of Planned Behavior , 2006, MIS Q..

[56]  Donna L. Hoffman,et al.  Measuring the Customer Experience in Online Environments: A Structural Modeling Approach , 2000 .

[57]  Dorothy E. Leidner,et al.  Review: A Review of Culture in Information Systems Research: Toward a Theory of Information Technology Culture Conflict , 2006, MIS Q..

[58]  R. Rice Media Appropriateness Using Social Presence Theory to Compare Traditional and New Organizational Media , 1993 .

[59]  Michele D. Dickey Teaching in 3D: Pedagogical Affordances and Constraints of 3D Virtual Worlds for Synchronous Distance Learning , 2003 .

[60]  Richard Bartle,et al.  Designing Virtual Worlds , 2003 .

[61]  O. J. Harvey,et al.  Intergroup Conflict And Cooperation: The Robbers Cave Experiment , 2013 .

[62]  Mary J. Culnan,et al.  How Ethics Can Enhance Organizational Privacy: Lessons from the ChoicePoint and TJX Data Breaches , 2009, MIS Q..

[63]  S. Kiesler,et al.  Group decision making and communication technology , 1992 .

[64]  S. Kozlowski,et al.  A Typology of Virtual Teams , 2002 .

[65]  John Short,et al.  The social psychology of telecommunications , 1976 .

[66]  Jane Webster,et al.  Audience engagement in multimedia presentations , 1997, DATB.

[67]  Michiel van Genuchten,et al.  Innovations in Information Systems Education-VIHKNet: Instilling Realism Into the Study of Emerging Trends , 2005, Commun. Assoc. Inf. Syst..

[68]  Richard T. Watson,et al.  Supporting virtual team-building with a GSS: an empirical investigation , 2003, Decis. Support Syst..

[69]  P. Vermeulen,et al.  Policy gaming for strategy and change , 2007 .

[70]  Elena Karahanna,et al.  Time Flies When You're Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage , 2000, MIS Q..

[71]  Blake Ives,et al.  Virtual teams: a review of current literature and directions for future research , 2004, DATB.

[72]  Hongki Kim,et al.  What If Your Avatar Looks Like You? Dual-Congruity Perspectives for Avatar Use , 2011, MIS Q..

[73]  Marios Koufaris,et al.  Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior , 2002, Inf. Syst. Res..

[74]  Robert Vogel,et al.  Case Study GROUP SUPPORT SYSTEMS IN HONG KONG: An Action Research Project , 2000 .

[75]  Lakshmi Goel,et al.  From space to place: predicting users' intentions to return to virtual worlds , 2011 .