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Games for virtual team building

Published: 25 February 2008 Publication History

Abstract

Distributed teams are increasingly common in today's workplace. For these teams, face-to-face meetings where members can most easily build trust are rare and often costprohibitive. 3D virtual worlds and games may provide an alternate means for encouraging team development due to their affordances for facile communication, emotional engagement, and social interaction among participants. Using principles derived from social psychological theory, we have designed and built a collection of team-building games within the popular virtual world Second Life. We detail here the design decisions made in the creation of these games and discuss how they evolved based on early participant observations.

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Cited By

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  • (2024)Under the Radar or Into the Spotlight: How Does Social Presence Affect Minorities in Virtual Groups?ACM SIGMIS Database: the DATABASE for Advances in Information Systems10.1145/3663682.366368855:2(98-119)Online publication date: 3-May-2024
  • (2023)Viability of Using Digital Games for Improving Team Cohesion: A Systematic Review of the LiteratureActa Ludologica10.34135/actaludologica.2023-6-1.46-656:1(46-65)Online publication date: 27-Jun-2023
  • (2023)Games in Times of a Pandemic: Structured Overview of COVID-19 Serious GamesJMIR Serious Games10.2196/4176611(e41766)Online publication date: 7-Mar-2023
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Published In

cover image ACM Conferences
DIS '08: Proceedings of the 7th ACM conference on Designing interactive systems
February 2008
487 pages
ISBN:9781605580029
DOI:10.1145/1394445
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 25 February 2008

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Author Tags

  1. Second Life
  2. distributed teams
  3. distributed work
  4. games
  5. teambuilding
  6. virtual worlds

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DIS08
Sponsor:
DIS08: Designing Interactive Systems Conference 2008
February 25 - 27, 2008
Cape Town, South Africa

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Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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Cited By

View all
  • (2024)Under the Radar or Into the Spotlight: How Does Social Presence Affect Minorities in Virtual Groups?ACM SIGMIS Database: the DATABASE for Advances in Information Systems10.1145/3663682.366368855:2(98-119)Online publication date: 3-May-2024
  • (2023)Viability of Using Digital Games for Improving Team Cohesion: A Systematic Review of the LiteratureActa Ludologica10.34135/actaludologica.2023-6-1.46-656:1(46-65)Online publication date: 27-Jun-2023
  • (2023)Games in Times of a Pandemic: Structured Overview of COVID-19 Serious GamesJMIR Serious Games10.2196/4176611(e41766)Online publication date: 7-Mar-2023
  • (2023)A Playful Way to Promote Team Flow: Evaluation of a Positive Psychological Board Game for Team BuildingInternational Journal of Applied Positive Psychology10.1007/s41042-023-00096-48:2(405-427)Online publication date: 24-Apr-2023
  • (2023)Building Teamwork: Mixed Reality Game for Developing Trust and CommunicationHuman-Computer Interaction – INTERACT 202310.1007/978-3-031-42293-5_49(434-438)Online publication date: 26-Aug-2023
  • (2022)A systematic literature review exploring the relationship between metaverse and supply chain resilience: the role of sensory feedbackProceedings of the 2022 4th International Conference on E-Business and E-Commerce Engineering10.1145/3589860.3589872(94-99)Online publication date: 14-Dec-2022
  • (2022)COLLABORATING: modern board games and collaboratories as a tool for capacity buildingSN Social Sciences10.1007/s43545-022-00472-y2:9Online publication date: 10-Sep-2022
  • (2021)Multi-User Virtual Environments for Physical Education and Sport TrainingResearch Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports10.4018/978-1-7998-7707-3.ch041(734-755)Online publication date: 2021
  • (2021)Team Learning Behaviors and Performance: A Meta-Analysis of Direct Effects and ModeratorsGroup & Organization Management10.1177/1059601121101692847:3(571-611)Online publication date: 2-Jun-2021
  • (2021)Opportunistic Collective ExperiencesProceedings of the ACM on Human-Computer Interaction10.1145/34341784:CSCW3(1-32)Online publication date: 5-Jan-2021
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