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Games for virtual team building
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Source Designing Interactive Systems archive
Proceedings of the 7th ACM conference on Designing interactive systems table of contents
Cape Town, South Africa
Pages 295-304  
Year of Publication: 2008
ISBN:978-1-60558-002-9
Authors
Jason B. Ellis  IBM T.J. Watson Research Center, Yorktown Heights, NY
Kurt Luther  Georgia Institute of Technology, Atlanta, GA
Katherine Bessiere  Carnegie Mellon University, Pittsburgh, PA
Wendy A. Kellogg  IBM T.J. Watson Research Center, Yorktown Heights, NY
Sponsors
: Nokia
Microsoft : Microsoft
ACM: Association for Computing Machinery
: SAP
: University of Cape Town
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Jason B. Ellis: colleagues
Kurt Luther: colleagues
Katherine Bessiere: colleagues
Wendy A. Kellogg: colleagues