3,829 research outputs found

    Designing the Organizational Metaverse for Effective Socialization

    Get PDF
    The metaverse is a virtual world that merges physical, virtual, and augmented reality, enabling collaboration between online users and offering limitless opportunities for connectivity and integration. While the metaverse has gained significant attention in organizations, it presents social challenges as organizations have unprecedented insight and influence over individuals\u27 thoughts and beliefs. Our review is based on a theoretical framework and examines the impact of the environment, collaboration, avatars, and individual behavior on organizational socialization. We develop a conceptual model for the socialization process in the metaverse, contributing to a deep understanding of this emerging field and providing a research agenda for future work

    Reviewing the Contributing Factors and Benefits of Distributed Collaboration

    Get PDF
    Distributed collaboration has become increasingly common across domains ranging from software development to information processing, the creative arts, and entertainment. As of early 2020, distributed collaboration has entered the limelight as the COVID-19 pandemic has forced employees across the world to work from home. However, while researchers have applied myriad terms to define these operations, we first address this issue by defining distributed collaboration in a way that represents all its forms. Existing research has identified several factors that contribute to distributed collaborations’ success. Yet, researchers and practitioners typically discuss these factors in modular theoretical terms, which means that they often struggle to identify and synthesize literature that spans multiple domains and perspectives. In this paper, we systematically review the literature to synthesize core findings into one amalgamated model. This model categorizes the contributing factors for distributed collaboration along two axes 1) whether they are social or material and 2) whether they are endemic or relational. We also explicitly discuss the relationships between factors in the model. The model further links these contributing factors to different collaborative outcomes, specifically mutual learning, relationship building, communication, task completion speed, access to skilled personnel, and cost savings

    Teaming at a Distance: The Work Experience on Global Virtual Teams

    Get PDF
    Global Virtual Teams (GVTs) enable organizations to become more flexible, and to adapt and react to turbulent, complex and dynamic environments. These teams span boundaries such as space, time, and geography, working collaboratively to achieve a shared purpose. Due to their reliance on technology for communication, knowledge sharing, and project management, structural and nonstructural components of their design must exist to enable these teams to exist and flourish at the edge of innovation. The human experience of working in virtual teams remains insufficiently observed, yet crucial to their sustainability. This dissertation study employed an exploratory sequential mixed methods design to provide insights into the experience of working as a member or leader on a GVT. In phase one, a theoretical framework was developed to identify themes and sub-themes that emerged from 21 interviews with GVT practitioners from seven nations and multiple time zones across many sectors. The data revealed that experiences of working on a GVT are best expressed by four major themes: team design (both structural and nonstructural) components, cross-cultural communication, human dynamics, and technology. One meta-theme emerged, adaptability, which is well supported by the chosen guiding theoretical framework, adaptive structuration theory (AST), as well as extant research. The results of phase one informed development of a survey instrument; a pilot test of this instrument showed promise for future validation of a scale that accurately depicts the experiences of working on a GVT. The current findings support practical applications toward better understanding team functioning, essential human needs, and best practices for team awareness and functioning. This dissertation is available in open access at AURA: Antioch University Repository and Archive, http://aura.antioch.edu/and OhioLINK ETD Center, https://etd.ohiolink.edu/

    Go for it: Where IS researchers aren’t researching

    Get PDF
    This viewpoint article describes two research topics under-researched by Information Systems (IS) researchers: Robotics and IT addiction. These topics offer great potential for IS researchers in terms of business and societal impacts and it would behoove IS researchers to study them more fully. The aspects of the research topics that are related to IS are discussed and potential research areas and questions are suggested

    The Development and Evolution of Digital Leadership: A Bibliometric Mapping Approach-Based Study

    Get PDF
    The inevitable digitalization of workplaces in the present era, generally as a result of technological developments, has caused a paradigm shift, along with new innovative business models and business behaviors, which has required leaders to possess certain digital skills for sustainable corporate performance. Hence, studies on digital leadership have attracted the attention of academics and practitioners worldwide, with many studies having been conducted on the topic. However, a comprehensive analysis of the intellectual architecture, knowledge structure, and thematic evolution of the digital leadership field of research using science mapping tools has yet to be conducted. The current study, therefore, aimed at reviewing the intellectual structure and evolution of the digital leadership field through a bibliometric and science-mapping analysis. This study used digital leadership as an umbrella term comprising leadership styles such as e-leadership, virtual leadership, technology leadership, and leadership 4.0, which have similar meanings and can be used interchangeably. With this purpose, bibliometric performance and science mapping analysis was performed on articles related to the research field that were retrieved from the Scopus database using SciMAT software (version 1.1.04). The results of the study revealed that the scope of digital leadership research is gradually expanding and diversifying and that publication output is increasing steadily. In addition, period-based analysis showed that the technology management theme during the first period, the virtual teams and technology themes during the second period, and the COVID-19, virtual reality, and digital technologies themes during the third period emerged as the motor themes and formed the focus of research in this field. Thematic evolution analysis showed that virtual leadership during the first and second periods, virtual teams during the second period, e-leadership and technology during the second and third periods, and digital leadership, COVID-19, and virtual reality during the third period, along with technology leadership in all three periods were all noteworthy as well-developed research themes. These findings enable a better understanding of the research field of digital leadership and provide a reference for future research by revealing the conceptual structure and thematic evolution of the digital leadership knowledge base

    Thriller, Horror, Hacker, Spy: The Hacker Genre in Film and Television from the 1970s to the 2010s

    Get PDF
    This thesis argues that hacking and surveillance have formed a ‘hacker’ genre in film and television that begins to emerge from the influences of 1970s films, forming between the 1980s and 1990s and continuing to develop through to the 2010s, grouping together computer hacking, surveillance and espionage as activities striving to achieve order over the ‘electronic frontier’. In particular, this thesis identifies how hacker genre films foreground and fetishise the technology of hacking and surveillance of the period of production, which inevitably leads to an in-built expiry date and limited shelf-life. Whilst these genre films draw on the crime, horror and thriller traditions to depict the tension and anxiety presented by the capabilities of this hacking and surveillance technology, as technology progresses and becomes more familiar to the audience, these films naturally lose their ability to elicit fear and terror from the viewer; instead these films become virtual parodies of their original intention. Moreover, the thesis maps the evolution and development of the generic features of the hacker film genre, charting the progression from passive observation to active intervention of the hacker figure; as the technology progresses, there is an increased sense of speed and mobility and the hacker emerges from small enclosed spaces to engage with the physical world. Similarly, the thesis considers the role of the ‘hacker figure’ in these films, using the viewer’s human connection to consider how this technology affects the user over time; considering the links to the thriller and horror traditions, this study considers the potential for the hacker to become dehumanised in using this technology

    The Distance Dilemma : the effect of flexible working practices on performance in the digital workplace

    Get PDF
    • …
    corecore