Conference Paper

MMOGs as Emerging Opportunities for Research on Virtual Organizations and Teams.

Conference: 16th Americas Conference on Information Systems, AMCIS 2010, "Sustainable IT Collaboration Around the Globe.", Lima, Peru, August 12-15, 2010, At Lima, Peru
Source: DBLP


Massively Multiplayer Online Games (MMOG) offer new promising opportunities to research virtual organizations and teams. The characteristics of MMOGs allow researchers to obtain objective data from a large and multi-national population. Lasting over months or even years, MMOGs facilitate longitudinal studies and ensure a high involvement of participants. Moreover, collecting data from online surveys and game servers keeps the costs of MMOG studies low. In this paper, we illustrate how research in MMOGs can utilize these opportunities to overcome some limitations of traditional research environments. Further we discuss the diverse information and communication technology (ICT) usage in MMOGs and therefore argue that research in MMOGs can provide a glimpse into the future application of ICT in real life organizations.

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Available from: Rolf T. Wigand,
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    • "First, WoW has a large user base and it is easy to identify active participants. Second, few IS researchers have studied virtual world games, although Schultze and Rennecker (2007) and Assmann et al. (2010) suggest that more IS researchers should study virtual world games. Third, we believe that this field sites demonstrates an interesting combination of gaming and social movement activities, which takes the game beyond that of which the designers initially intended. "
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    ABSTRACT: Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. One social phenomenon which has moved into the virtual world is the social movement, which are an important means of bringing out social, cultural and political changes through collective action. These social movements exist in an immersive technological ecosystem which is constantly evolving as designers release patches which change the way users " live " within these environments. Using a biography of artifacts approach, we explore not just the evolution of the technological artifact itself (the virtual world), but also its co-evolution with the social phenomena (a social movement). Using Netnography, a modified version of ethnography, and actor-network theory, we explore a social movement in World of Warcraft, and observe how it evolves over time as changes to the virtual world are implemented.
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