376 research outputs found

    24-Karat or fool’s gold? Consequences of real team and co-acting group membership in healthcare organizations

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    Although theory on team membership is emerging, limited empirical attention has been paid to the effects of different types of team membership on outcomes. We propose that an important but overlooked distinction is that between membership of real teams and membership of co-acting groups, with the former being characterized by members who report that their teams have shared objectives, and structural interdependence and engage in team reflexivity. We hypothesize that real team membership will be associated with more positive individual- and organizational-level outcomes. These predictions were tested in the English National Health Service, using data from 62,733 respondents from 147 acute hospitals. The results revealed that individuals reporting the characteristics of real team membership, in comparison with those reporting the characteristics of co-acting group membership, witnessed fewer errors and incidents, experienced fewer work related injuries and illness, were less likely to be victims of violence and harassment, and were less likely to intend to leave their current employment. At the organizational level, hospitals with higher proportions of staff reporting the characteristics of real team membership had lower levels of patient mortality and sickness absence. The results suggest the need to clearly delineate real team membership in order to advance scientific understanding of the processes and outcomes of organizational teamwork

    Integrating Values, Purposes, and Visions for Responsible Development

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    This chapter highlights a study showing that knowledge sharing and envisioning processes can have positive effects on human and social capital growth within a network. The chapter begins by arguing that a responsible development perspective can be more proactive approach than a sustainability perspective. Some actors (non-profit, public, and private) have achieved responsible development goals by integrating values, purposes and visions. More specifically, we conducted a study testing a methodology that can guide a process of building a strategic vision within a network with the goal of improving their responsible development orientation. The chosen methodology is “Participatory Action Research”. The implementation of the envisioning process was studied via quantitative/qualitative research tools. The methodology was tested in an official cross-country project funded by the European Commission. The project was selected as a best practice by the same European Union Commission. The study highlights the importance of envisioning processes in building social and human capital at the inter-organizational level and, in particular, in highly complex sectors such as those oriented towards improving social responsibility. In fact, work on the envisioning process itself represents an essential instrument for developing strategic objectives to be shared among actors within networks that intend to promote responsible development and improve their human and social capital. This bottom-up process of envisioning can also facilitate cultural interaction among community members, even in a cross-country context. This relevant “learning-by-interacting” experience, can create a growth process for the human and social capital of entire communities. The creation of social capital also promotes the development of shared knowledge and advances leading to the general understanding of common core objectives and appropriate ways of acting within the social system. The chapter ends with recommendations for future research

    Exposing the Contradictory Claims, Myths and Illusions of the “Secrets of Business Success and Company Longevity†Genre

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    Over the last three decades, several management consultants, academics and business practitioners have laid claim to identifying “the secrets†of business success and company longevity. However, a systematic analysis of 24 studies in this genre revealed fundamental disagreements over the elements these authors claim are the primary drivers of business performance and longevity, and demonstrates that they share eight methodological and analytical flaws. Furthermore, many of the claims they made about “the secrets†of business success have not stood the test of time. The paper explains why business practitioners will find little in these studies to help their companies become more successful now and in the future, and also speculates why several of these studies became international best-sellers during the 1980s, 1990s and 2000s. It concludes by suggesting some new avenues for future research in this domain, and highlights the practical implications of these findings for business practitioners

    Are groups more rational than individuals? A review of interactive decision making in groups

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    Many decisions are interactive; the outcome of one party depends not only on its decisions or on acts of nature but also on the decisions of others. In the present article, we review the literature on decision making made by groups of the past 25 years. Researchers have compared the strategic behavior of groups and individuals in many games: prisoner's dilemma, dictator, ultimatum, trust, centipede and principal-agent games, among others. Our review suggests that results are quite consistent in revealing that groups behave closer to the game-theoretical assumption of rationality and selfishness than individuals. We conclude by discussing future research avenues in this area

    Eighteen Months of Meeple Like Us:An Exploration into the State of Board Game Accessibility

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    The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of tabletop games, especially those that are classified as part of the 'hobbyist' market. An ongoing series of research annotations, published on the blog Meeple Like Us, has been aimed at addressing this lack of attention. In this paper, the authors report on the work of the Meeple Centred Design project which to date has examined 116 board games for the accessibility issues they manifest and the lessons that can be learned for designers in this space. While the project has not achieved significant coverage of even a fraction of the available library of hobbyist games, currently numbering approximately one hundred thousand, it has discussed the issues with many of the most critically success and popular of these titles. This paper reports on results to date, methodology of the analyses, limitations of the project, and the future plans for work in this interesting game accessibility context

    Contextual expertise and the development of organization and management theory

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    Generating theory from research settings requires researchers to adeptly engage with the social intricacies of the field. They need to develop a contextual understanding by gaining in-depth insights into the setting, while retaining a critical distance from it. Researchers must practice this along the entire research journey, from site selection, through data collection and analyses, to theory development and explanation. However, contextual expertise has been assumed rather than actively considered as a critical component in organization and management studies. We lay out steps for understanding the nature of contextual expertise, offer systematic advice for research projects and outline methodological practices across the research process to choose, capture, comprehend, convey, and confirm contextual specificities. The growing social complexity of research settings renders the development of contextual expertise increasingly important for the generation of enriched and more diverse theory. It also has implications for organization and management studies as a scientific community

    Stigma and Fear: the 'Psy Professional' in Cultural Artifacts

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    This is the author accepted manuscript. The final version is available from Wiley via the DOI in this record.The loss of reason called madness provokes perhaps the greatest human fear, for it is reason that dignifies humanity and separates us from beasts. The ‘psy professionals’ - those who prescribe and administer treatments for madness - are frequently portrayed in fiction, film, comics, computer games and entertainments, along with the mad themselves and the asylums that confine them. Overall, these depictions are malign: the reader/watcher/player is encouraged to fear the mad, the madhouse and the mad-doctor. Choosing to use less abrasive vocabulary to name the condition of madness makes no difference to the terror the condition arouses, for the content of many books and games aims to inspire fear. In spite of considerable efforts over many years, the stigma which attaches to mental illness remains firmly in place for patients, while psy professionals also carry their share of “some of the discredit of the stigmatized” (Goffman 1968, p 43) and join patients in a stigmatized group. Popular belief often equates the psy professions with madness (Walter, 1989). This paper explores ways in which the fear of madness, and the stigma which clings to sufferers and their professional carers, is perpetuated by a constant stream of popular cultural artifacts
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