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Virtual Team Communication Norms: Modeling the Mediating Effects of Relational Trust, Presence, and Identity on Conversational Interactivity, Openness, and Satisfaction

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Abstract

Social Interactions in Virtual Worlds - edited by Kiran Lakkaraju July 2018

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... After all, a larger portion of younger generations' social lives are lived through computers [62,63], and social learning seems to occur more quickly at higher levels of social presence [34,94]. This can strengthen the resulting emotional bonds that form between users [37,100], while older generations are thought to base evaluations of trustworthiness more on interpersonal contact and competence [1,19,101]. This leads to the expectation that age will moderate the association between presence and trust here [34], with social presence expected to contribute to trust for younger users more strongly. ...
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Generalized trust has reached new lows in America, with young Americans now trusting the least. This complicates the process of interacting with new people, which formerly contributed to trust. The present study thus tested whether networked modes of social contact and social learning might add to interpersonal competence and generalized trust. Responses to a national web survey were matched to US Census percentages for sex, race, ethnicity, age, and region. The sample resembles the US population demographically and is theoretically large enough to represent it (N=1500). Data were analyzed using SPSS and PROCESS. Diverse contact in person was unrelated to trust in general and only contributed to trust for respondents 70 or older when particular age groups were considered. Interpersonal competence, on the other hand, contributed to trust overall, and for respondents 18–29, 40–49, and 50–59. Feeling capable of interacting with new people in person has become more important than the contact itself for trusting, as a way of generating numerous diverse interactions over time. Networked efforts of sociability and posting behavior were also related to trust here. Posting related to trust for respondents 18–29, while sociability contributed to trust for those 18–29, 30–39, and 50–59. Social presence (i.e., sensing immediacy and intimacy in networked settings) related to trust overall and for those 18–29 and 40–49. Computer-mediated communication (CMC) competence contributed to trust indirectly, by way of social presence, and the indirect effect was the largest for the youngest users surveyed. CMC competence had a larger association with interpersonal competence for younger generations as well, which became a second indirect path to trusting. Different age groups draw trust from different places, and trust interventions should also differ with age.
... The importance of a mental model of the VE for the manifestation of presence has been previously highlighted in the literature (Wirth et al., 2007). Therefore, this would also explain the non-significance of usability once presence was added to the model, providing further support for the assumption that prior experience and as a result, the perceived usability of the system, affect the manifestation of presence, extending prior work (Leonard et al., 2015;Sherblom et al., 2018) to collaboration in VR. ...
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To enhance operational capability, military teams must possess both teamwork and taskwork knowledge, skills, and attitudes. With the growing availability and maturity of consumer-ready Head Mounted Displays (HMDs), there is an increased interest in adopting immersive Virtual Reality (VR) systems for team training. Whilst desktop-based Virtual Environments (VEs) are evidenced as effective delivery methods for team training (e.g. Barton, Bruce, & Schreiber, 2017), review of the evidence of a training benefit for emerging immersive technologies over desktop systems is inconclusive (Balint, 2021). To optimise future team training systems, it is important to develop an understanding of features endogenous to VEs that may positively affect team training and competency assessment. Building on an exploratory study (Balint, Stevens, Dudfield and Powell, 2020), this paper presents an empirical study that examined the effect of three features, immersion, presence, and psychological fidelity, on the ability of individuals to engage in teamwork. The study design was quasi-experimental between-subjects conducted remotely using an online game (PayDay 2). Seventy-seven experienced gamers were divided into 20 ad hoc teams and were asked to play a cooperative game, PayDay 2, on a desktop (14 teams) or an HMD (6 teams). Data analysis indicated that VE features examined did significantly predict perceived teamwork, over and above previous suggested confounds, such as usability and prior experience with the task and interface. However, not all factors had equal influence. Once usability of the system is perceived to be high enough, so as not to distract users from their task, presence appears to have the most influence on quality of teamwork. Thus, VE features need to be considered when designing systems due to their moderating effects on the ability of individuals to engage in teamwork. Furthermore, the results suggest that designers of future military VE team training systems should focus on maximising presence to support teamwork.
... In a study of Facebook use, Marino, Vieno, Pastore, Albery, Frings & Spada (2016) found that introverts had a greater tendency than extroverts to initiate and nurture friends through Facebook, thus making up for a lack of friendships in real life. Finally, Sherblom, Withers, Leonard & Smith (2018) studied teams in Second Life, finding that better communication among team members and team satisfaction was paired with behaviors such as trust, and being present. ...
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People differ in the relative importance they place on personal versus social aspects of their identities. Two studies were conducted to examine hypotheses regarding the relationship between an individual's salient aspect of identity and behavioral preferences. In the first study, respondents whose identities were composed primarily of personal elements rated personally-relevant job outcomes, such as personal growth and self-fulfillment, as more important in their choice of an occupation than respondents whose identities were not based heavily on personal attributes. At the same time, subjects with predominantly socially-based identities preferred jobs that offered social rewards such as status and friendships. In Study 2, respondents high rather than low in personal identity were found to participate in "individual" rather than "team" sports to a greater degree, and emphasized personal reasons for engaging in recreation. On the other hand, subjects who placed more importance on social aspects of identity preferred "team" sports and more strongly endorsed social reasons for participating in sports.
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There is a “prevalence of computer-mediated communication (CMC) in education,” and a concern for its negative psychosocial consequences and lack of effectiveness as an instructional tool. This essay identifies five variables in the CMC research literature and shows their moderating effect on the psychosocial, instructional experience of the CMC classroom. These influences are: the medium, the social presence, the amount of student and instructor effort involved in classroom interaction, the student's identity as a member of the class, and the relationships developed among the instructor and students. The essay articulates ways in which a CMC classroom instructor can strategically address the challenge of these influences to develop positive CMC classroom interactions, relationships, and learning experiences.
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Virtual teams are thought to be experienced differently and to have poor outcomes because there is little or no face-to-face interaction and a tendency for virtual team members to use different communication techniques for forming relationships. However, the expanding use of virtual teams in organizations suggests that virtual teams in real world contexts are able to overcome these barriers and be experienced in much the same way as face-to-face teams. This paper reports the result of an experiment in which virtual teams participated in an exercise where they completed an information-sharing task ten times as a team. The results suggest that, contrary to one-shot, ad hoc virtual teams, longer-lived virtual teams follow a sequential group development process. Virtual team development appears to differ from face-to-face teams because the use of computer-mediated communication heightens pressure to conform when a virtual team is first formed, meaning trust is most strongly linked with feeling that the team was accomplishing the task appropriately. As the virtual teams developed, trust in peers was more strongly linked with goal commitment. Once the teams were working together effectively, accomplishing the task appropriately was the strongest link with trust in peers. I suggest that virtual team managers should cultivate virtual workspaces that are similar to those proven to work in face-to-face contexts: (1) teams should have clear, specific goals, (2) members should be encouraged or even required to communicate with each other, and (3) team members should feel that they might work with the other team members again.
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This study investigated the effects of trust and constructive controversy on student achievement and attitude in online cooperative learning environments. Students in one university course were randomly assigned to one of the two treatment groups after they took part in a common initial workshop on general cooperative learning skills. The “trust” and the “constructive controversy” groups received subsequent associated skills training. The overall results indicated that after each group received the treatment during online cooperative group activities, the “trust” groups had significantly higher achievement than the “constructive controversy” groups. In addition, the “trust” groups had significantly more positive attitudes toward online cooperative learning than the “constructive controversy” groups. Specifically, using “trust” building strategies was significantly more effective than using “constructive controversy” strategies for improving the ‘openness and sharing’ and ‘acceptance and support’ components of student attitudes in online cooperative learning environments.
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The optimal matching and social capital perspectives frame present research expectations and interpretations of the network, esteem, informational, and emotional support communication of 3 computer-mediated communication social support groups, each having a different health-promoting purpose. Past research has shown differences in the support communication provided by different groups but has offered little explanation for these differences. The present study uses a comparative analysis of optimal matching and social capital influences to compare and analyze differences in the support communication provided by Alcoholics Anonymous, cancer caregivers, and transgender identity support groups. Results show different patterns of support communication enacted in each. These results provide support for optimal matching and social capital predictions, indicating that the life stressor and group structure affect the social support provided. However, results also demonstrate a need for greater refinement in interpreting the effects of these influences. Each group communicates network, esteem, informational, and emotional support somewhat differently in response to the life stressor and in enacting bridging and bonding social capital. The present comparisons provide a fuller analysis of the optimal matching and social capital influences upon the support communicated in groups than afforded by past research studies and suggests research opportunities for future research.
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This article introduces the novel model of “virtual identity discrepancy” as an investigative framework for computer-mediated self-representation and interpersonal communication in avatar-based virtual environments (VEs). Study 1 examined the roles of virtual self-discrepancy and self-presence in intrapersonal virtual identity construction. Study 2 explored the roles of virtual other-discrepancy, social presence, expectancy violation, and uncertainty reduction in animated avatar-to-avatar (AtA) virtual social interaction. Mediation analyses following a bootstrapping procedure indicated that self-presence mediates the relationship between virtual self-discrepancy and flow while social presence mediates the relationship between virtual other-discrepancy and flow. Furthermore, expectancy violation mediates the relationship between self-disclosure and trust in text-based chatting while uncertainty reduction mediates the relationship between nonverbal immediacy and flow in nonverbal communication between avatars.
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Is the use of an online course delivery format, when compared with the more tradi- tional face-to-face format, good or bad in the context of university education? Those who subscribe to the no-significant-difference perspective argue that online delivery is good, because it allows students with time and geographic distance constraints to obtain the education that they need, with no significant negative impact on the quality of the learning experience. Others argue that online delivery is bad, advocating a version of the competing significant-difference perspective, because the electronic communication media used for online delivery are not rich or natural enough to enable effective learning. This study contrasted students perceptions and grades in two different sections of the same course: one delivered entirely online and the other delivered face to face. Data were collected and analyzed at two points in time, namely, at the middle and end of a long semester. The study found support for both the no-significant- and significant-difference perspectives. At the middle of the semester, students in the online condition perceived communication ambiguity as significantly higher, and also obtained significantly lower grades, than students in the face-to-face condition. At the end of the semester, no signif- icant differences were found.
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From birth to death, many individuals chronicle their lives online through blogs, pictures, games, Web sites, and social networks. Online spaces, created by the living about the dead, provide a glimpse into often invisible or silent grieving practices. To investigate the role computer-mediated communication (CMC) plays in influencing communication surrounding the often private and taboo topic of suicide, we analyzed the comments sections of MyDeathSpace.com. Our results suggest both a breaking down of social taboos (speaking ill of the dead) and a reaffirming of strict social norms (enforcing a narrow range of acceptable presentation of identity and purpose in life), highlighting how anonymity as a characteristic of CMC can influence our online communication about death.
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The multidimensionality of communication satisfaction was explored in three stages. An original questionnaire was administered and factor- analyzed. On this basis, a new questionnaire was refined and administered to four different organizations in order to compare the factor structures derived from each. Finally, each of the stability factors were correlated with a global measure of job satisfaction.
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This study examines relationships among interpersonal informational trust and openness with Internet-based political activities and attitudes. Conceptually, it proposes the categorization of online spaces and activities as consumption or interaction types, and classifies interpersonal informational trust within inner and outer circles. Interpersonal informational trust was found to be positively associated with perception of online activities as political participation. It also was associated with use of all types of online media for purposes of political communication, but mostly with online spaces that require interaction with others. Interpersonal political openness showed positive association with the use of interactive-type Web sites for purposes of political communication.
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Understanding communication processes is the goal of most communication researchers. Rarely are we satisfied merely ascertaining whether messages have an effect on some outcome of focus in a specific context. Instead, we seek to understand how such effects come to be. What kinds of causal sequences does exposure to a message initiate? What are the causal pathways through which a message exerts its effect? And what role does communication play in the transmission of the effects of other variables over time and space? Numerous communication models attempt to describe the mechanism through which messages or other communication-related variables transmit their effects or intervene between two other variables in a causal model. The communication literature is replete with tests of such models. Over the years, methods used to test such process models have grown in sophistication. An example includes the rise of structural equation modeling (SEM), which allows investigators to examine how well a process model that links some focal variable X to some outcome Y through one or more intervening pathways fits the observed data. Yet frequently, the analytical choices communication researchers make when testing intervening variables models are out of step with advances made in the statistical methods literature. My goal here is to update the field on some of these new advances. While at it, I challenge some conventional wisdom and nudge the field toward a more modern way of thinking about the analysis of intervening variable effects.
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Avatar-based, three-dimensional, virtual environments such as Second Life, the most popular and fastest growing environment, offer a promising corporate communication channel for brand marketing, advergaming, and interactive advertising. Drawing on presence literature, this study examines the effects of the presence (versus absence) of spokes-avatars that provide product information and consumers’ multimodal interactions with these spokes-avatars on improvements in the consumers’ product involvement, attitude toward the product, and enjoyment of the online shopping experience. In addition, this study investigates the effects of spokes-avatars’ physical characteristics in terms of humanness (versus non-humanness) on consumers’ evaluation of their physical attractiveness and the information value of the advertisement message. A path analysis reveals a mediating role of spokes-avatars’ physical attractiveness.
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present a conceptual framework for understanding the managerial choice process based upon symbolic interactionism / research linking appropriate media choice with managerial effectiveness will be presented / message equivocality and media choice / contextual determinants and media choice / symbolic meaning and media choice practical guidelines for managers / 1. send equivocal messages through a rich medium / 2. send unequivocal messages through a lean medium / 3. be a critical receiver / 4. use the medium for its symbolic message / 5. evaluate new communication technology carefully (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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The present study investigates why people participate in Second Life social support groups. Twenty-three participants in Alcoholics Anonymous and Cancer Caregiver groups that meet in Second Life were interviewed and asked how satisfied they are with those meetings, what influences their satisfaction, what they find most helpful, what they like the least, the nature of their relationships in the group, and what surprised them the most. Their responses identify the text-based anonymity, nearly synchronous communication, visual representation of avatars, and use of time and virtual space as influences that stimulate hyperpersonal relationship development in their Second Life social support groups.