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Full-Text Articles in Physical Sciences and Mathematics

My Guild, My Team: Applying The Technology Capabilities Of Massively Multiplayer Online Games To Virtual Project Teams, Dawn Owens, Deepak Khazanchi May 2009

My Guild, My Team: Applying The Technology Capabilities Of Massively Multiplayer Online Games To Virtual Project Teams, Dawn Owens, Deepak Khazanchi

Information Systems and Quantitative Analysis Faculty Proceedings & Presentations

Millions of people are playing Massively Multiplayer Online Games (MMOGs), a computer game genre where thousands of players interact daily in highly complex virtual world environments. These players self-organize, develop skills, and acquire various roles. MMOGs appear to mirror the complexity of the business context while offering unique technology capabilities that appear to encourage group participation and emergent leadership. Managing a remote workforce across different time zones, geography and culture requires effective virtual collaboration and management of communication, coordination challenges and control issues. Therefore, the purpose of this paper is to explore the unique technology capabilities of MMOGs and propose …


Moving First Life Into Secondlife: Real World Opportunities For Virtual Teams And Virtual World Project Management, Dawn Owens, Alanah Davis, John D. Murphy, Deepak Khazanchi, Ilze Zigurs Mar 2009

Moving First Life Into Secondlife: Real World Opportunities For Virtual Teams And Virtual World Project Management, Dawn Owens, Alanah Davis, John D. Murphy, Deepak Khazanchi, Ilze Zigurs

Information Systems and Quantitative Analysis Faculty Publications

Consider a world where you can: conduct training sessions and bring together experts from around the globe in a single, common environment where learning is possible; hold effective meetings in a shared space where distant resources and people can come together to communicate, laugh, and create artifacts quickly and easily; and, coordinate a project with ease and overcome cultural barriers to team effectiveness. These scenarios can be realized with virtual world (VW) technology.


Avatars, People, And Virtual Worlds: Foundations For Research In Metaverses, Alanah Davis, John D. Murphy, Dawn Owens, Deepak Khazanchi, Ilze Zigurs Feb 2009

Avatars, People, And Virtual Worlds: Foundations For Research In Metaverses, Alanah Davis, John D. Murphy, Dawn Owens, Deepak Khazanchi, Ilze Zigurs

Information Systems and Quantitative Analysis Faculty Publications

Metaverses are immersive three-dimensional virtual worlds in which people interact as avatars with each other and with software agents, using the metaphor of the real world but without its physical limitations. The ubiquitous availability of high speed Internet access has spurred enormous interest in virtual worlds like Second Life and World of Warcraft, both in terms of user gaming and as a new technological platform for global virtual collaboration. These environments have potential for richer, more engaging collaboration, but their capabilities have yet to be examined in depth. Of particular interest in this paper is the use of metaverses for …