2,118 research outputs found

    Leadership in Action: The Effects of Leader-Member Exchange on Outcomes within Virtual Organizations

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    Player-founded organizations, or guilds, within massively multiplayer online games (MMOG) are complex social entities with organizational forms that mirror real-world companies. These guilds require leaders who possess a diverse array of skills. Examples of the skills required read like the introductory course of a business management degree – mediating conflict, planning, controlling, motivating. These skills are important - just as with real-world companies, failures on the part of leaders may explain the high degree of guild failures witnessed. The purpose of this purpose of this dissertation is to explore how relationships between leaders and members within this completely computer-mediated and synchronous environment affect member outcomes within guilds. I discuss how an exploratory study informs the choice of leader-member exchange theory to underpin this dissertation, develop a testable model which seeks to explain how relationship quality between leaders and members affects member outcomes as mediated by relational capital and the allocation of resources, and explain how this model will be operationalized and tested

    Where\u27s the Leader? Identifying Leadership Candidates Within Virtual Worlds

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    Player-founded organizations, or guilds, within massively multiplayer online games (MMOGs) are complex social entities with organizational forms that mirror real-world. These guilds require leaders who possess or can quickly develop a diverse array of skills. Examples of the skills required read like the introductory course of a business management degree - mediating conflict, planning, controlling, motivating. These skills are important - just as with real-world companies, failures on the part of leaders may explain the high degree of guild failures within virtual worlds. Interest into the transferability of leadership skills built in virtual worlds to real world situations has attracted both academic and practitioner interest. IBM, for example, has begun identifying IBM employees who lead in virtual worlds and exploring leadership characteristics and their applicability to management practice.While these initial efforts have been informative, the unit of analysis has invariably been a singular leader, or the guild leader. Within popular MMOGs (i.e., World of Warcraft or Everquest), the game mechanics allow the promotion of regular guild members to officer status. This begs the question, how may potential officers be identified? Drawing from the emergent leadership literature, we discuss a study-in-progress which attempts to identify potential leaders based upon a social network analysis (i.e., centrality measures) on a multi-year database which represents one guild\u27s activities within a MMOG. We propose that members who participate and contribute more to guild activities make more likely officer candidates

    User Acceptance of Virtual Worlds: Towards an Integrative Framework

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    As a relatively new research area, inquiries into understanding factors which influence the user acceptance of virtual worlds remains an important undertaking. Initial research efforts have been informed largely by theories or frameworks from a rational or utilitarian perspective, such as the technology acceptance model. While results indicate support for the predictive influence of utilitarian factors such as the perceived ease of use in the virtual world context, there is growing recognition that virtual worlds are multi-faceted environments which encompass both utilitarian and hedonic content. This recognition along with the explosive subscriber growth in hedonic virtual worlds such as massively multiplayer online games begs for congruence between the theories and frameworks utilized and the context(s) studied. Drawing from the information systems, marketing, consumer behavior, and gaming literature, we identify 29 factors which may be used to study the user acceptance of virtual worlds. Lastly, we describe a pilot study which investigates the relative predictive power of both utilitarian and hedonic factors with regards to encouraging prospective user participation in virtual worlds. It is hoped that these results will help guide efforts to develop of an integrated framework which provides a richer understanding of the user acceptance of virtual worlds

    The Effects of Leader-Member Exchange on Member Performance in Virtual World Teams

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    Understanding the role of leadership in virtual world teams may help shed light on how to manage synchronous and highly interdependent work activities. Based upon leader-member exchange (LMX) theory, we propose that the relationship between a leader and a team member (LMX) influences 1) the degree to which a team member is allocated resources by the leader (empowerment and group assignments), 2) the degree to which a team member develops relational resources with the team (trust, obligation, norms, and identification), and 3) the extent to which a team member receives or develops resources results in higher levels of individual performance. Our findings from a longitudinal field study of one large virtual world team in the massively multiplayer online game (MMOG) EverQuest suggest that the leader member relationship does impact members’ allocation and development of resources, and that it’s not just the quantity of members’ resources, but also the type of member resources, that has a direct influence on performance. Our findings also indicate that the influence of the leader-member relationship on member performance is fully mediated by the allocation and development of resources. Surprisingly, there was no relationship between LMX, trust, and performance, which suggests that trust may not be as vital in virtual teams where everyone’s actions are visible. Lastly, the findings suggest that building relational capital to facilitate the transformation from self to collective interest may be an effective leadership tactic when managing large virtual teams or social collectives

    Leadership in MMOGS: Emergent and Transformational Leadership Candidates

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    Player-founded organizations, or guilds, within massively multiplayer online games (MMOG) are complex social entities with organizational forms that mirror real-world companies. These guilds require leaders who possess a diverse array of skills. Examples of the skills required read like the introductory course of a business management degree – mediating conflict, planning, controlling, motivating. These skills are important - just as with real-world companies, failures on the part of leaders may explain the high degree of guild failures witnessed. Within popular MMOGs, the game mechanics allow the promotion of regular guild members to officer status. This begs the question, how might potential leaders be identified? Drawing from the emergent leadership literature, we discuss a mixed-methods study which attempts to identify potential leaders and their attributes by examining a multi-year database which represents one guild’s activities within the MMOG Everquest. Follow-up interviews with guild leadership provides a rich understanding of skills and attributes potential leaders require in coordinating a heterogeneous workforce within synchronous, non-collocated, entirely computer-mediated environments where the workforce serves on a voluntary basis. These interviews suggest these characteristics related to transformational leadership are highly sought after

    Applying Team-Based Learning in Online Introductory Information Systems Courses

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    Over the last two decades, the academy has experienced a renaissance of diversity in pedagogical techniques with the introduction of experiential learning, active learning, flipping the classroom, and, more recently, team-based learning (TBL). TBL adopts a two-stage process that incorporates individual learning with team collaboration. While frequently implemented in a face-to-face classroom, TBL has received limited attention in the online learning environment where geographically distributed, asynchronous learning poses challenges to its fundamental design. In particular, coordination costs and sequential inter-dependencies within the learning experience create unique challenges to online environments where students use limited communication channels compared to the traditional, face-to-face environments. This teaching tip discusses the authors’ experiences translating the principles of TBL and its learning sequence to an online introductory information systems course. We present instructor observations and qualitative feedback from students as the approach was implemented, including a model that outlines key activities in its implementation. We then conclude with a series of teaching suggestions to fellow academics seeking to adapt TBL to the online environment in their courses
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