Wednesday, November 14, 2007
Workshop Learning From Games
Posted by Jeroen at 9:51 AM 0 comments
Labels: digital games research, virtual worlds
Monday, November 12, 2007
Virtual Worlds and Communities of Practice
Posted by Jeroen at 2:18 PM 2 comments
Labels: communities of practice, virtual worlds, world of warcraft
Sunday, September 30, 2007
What managers can learn from virtual worlds
Posted by Jeroen at 1:35 PM 0 comments
Labels: digital games, virtual worlds, world of warcraft
Saturday, June 30, 2007
Presentation at Conference on Communities & Technologies
Here is the presentation I gave yesterday during the workshop on Communities of Practice in Highly Computerized Work Settings, as part of the Third International Conference on Communities & Technologies at Michigan State University. Volker Wulf and Aditya Johri were able to assemble a diverse group of people for the workshop, which led to many interesting avenues of discussion throughout the day.
With regards to my presentation, I was happy to receive a lot of positive feedback on my research perspective. The timeliness and relevance of studying virtual worlds as a test bed for possible new ways of working in organizations was acknowledged. The theoretical foundation seems to be fairly solid, as well. But as before in Finland, the group struggled with the tension between work and play (as do I).
The most interesting element of that discussion was a contribution by Karsten Wolf (who also presented a paper on his own World of Warcraft research during this conference). He argued that perhaps the tasks that are being performed in a virtual world (he used "killing a dragon" as an example) are much simpler than the tasks performed in a work context. Maybe simpler is not the right word, but at least they are not ambiguous or polluted by politics, which makes collaboration easier.
We also discussed possible reasons for the fact that these virtual world communities thrive without face-to-face contact (as do many open source communities) and came up with a "technology expectancy" theory: if you expect to be able to communicate face to face at some point, you will see computer-mediated communication as a hindrance. If you do not anticipate to communicate face-to-face, you will see the same technology as an enabler.
I will post some more comments about the conference tomorrow.
Posted by Jeroen at 12:36 AM 0 comments
Labels: cct2007, conference on communities and technologies, knowledge transfer, virtual worlds
Sunday, June 24, 2007
Leadership in virtual worlds
I was very encouraged by this study, since it starts from a perspective that I wholeheartedly support: there are practices taking place in virtual worlds that foreshadow new ways of working in enterprises. Reeves and Malone focus on leadership, applying the Sloan Leadership Model to online games, but they acknowledge that it applies more broadly to the areas of collaboration, innovation and business processes.
The most interesting conclusion from the study is that it is the environment that makes leadership easier in virtual worlds. Specifically, they say it’s the virtual economies, the transparency of metrics, and the connection methods for inter-group communication. The implication may be that changing the “game” may be as important as selecting and training the players. What they are basically saying is that enterprises should try to mimic certain aspects of virtual worlds, so as to make new ways of leadership (and collaboration, and knowledge sharing, etc.) possible. That is a very encouraging perspective, as far as I'm concerned. Let's see what I can contribute to the discussion.
This coming week, I’ll be off to Michigan State University to participate in the Communities & Technologies Conference. I’m looking forward to a stimulating discussion in the workshop I’ll be part of, and to interesting exchanges with other researchers in the field. I’ll post the presentation I’ll be giving and some impressions of the conference in the course of next week.
Posted by Jeroen at 10:30 AM 0 comments
Labels: byron reeves, conference on communities and technologies, leadership, thomas malone, virtual worlds
Friday, May 25, 2007
More conference news
Positive elements in the comments where the acknowledgement that this is a timely topic and that the paper did a good job of explaining what drives the popularity of virtual worlds. The paper was also credited with giving insight into the way virtual worlds might encourage new ways of information transfer and trust building that are lacking in other forms of computer mediated communication. The motivational attributes that are identified in the paper (see my recent presentation in Finland for more on that) offer a good basis for further research.
The biggest problem with the paper is of course that it is a purely intellectual exercise and not a report on new research. In that sense it was considered premature by the reviewers, who would have liked to see some ethnographic evidence of the practices described in the paper. No argument there, but that will be something I will be working on in the coming months.
On the whole, I am encouraged by the comments. I guess a rejection for this particular conference was inevitable because of the lack of empirical evidence I supply.
On a further note, my contribution has been accepted to the workshop on Communities of Practice in Highly Computerized Work Settings, which is organized as part of the 3rd International Conference on Communities and Technologies at Michigan State University. That promises to be an interesting exchange of ideas.
Posted by Jeroen at 8:29 AM 0 comments
Labels: conference on communities and technologies, CSCW, knowledge transfer, virtual worlds
Wednesday, May 16, 2007
DiGRA conference
I received an invitation today to present at the poster session of this year's DiGRA conference to be held in Tokyo this September, based on a paper I submitted in February (about virtual worlds as a tool for knowledge transfer). I'll receive additional reviewer feedback shortly, so I don't know exactly what they liked and didn't like about my submission. More about that later.
Posted by Jeroen at 1:01 PM 0 comments
Labels: digital games research, digra conference, knowledge transfer, virtual worlds
Sunday, May 13, 2007
Virtual teams and virtual worlds
In 2001 we did some research about work in virtual teams, i.e. teams that are not co-located. We interviewed members of virtual teams in twelve multinational organizations and came up with a "pyramid of virtual team success" which included (from bottom to top): technology, setting objectives, competences, leadership, communication and establishing a team culture. You can find more details in the presentation below.
It's 2007 now, but I think much of what we found at the time is still relevant today. The available technology has evolved (somewhat), but most of the challenges that virtual teams face have not disappeared. However, with Wikinomics and Synthetic Worlds penetrating deeper and deeper into our culture, the time has come to take a fresh look at the subject. Some encouraging signs are an interesting post this week by Lisa Galarneau on the Terra Nova blog about the subject of virtual teams and some thoughts on using virtual worlds as a collaboration tool on the Virtual Cultures blog. Maybe the gap is slowly being bridged.
For myself, the next step for the coming months will be a mini-study of a team operating in a virtual world. I want to get a sense of how they are able to overcome the boundaries of space, time and culture. How do the elements of our good old "pyramid of virtual team success" translate to a virtual world environment? I'll keep you posted on the results.
Posted by Jeroen at 3:44 PM 0 comments
Labels: virtual teams, virtual worlds
Tuesday, April 17, 2007
Presentation at Gamers in Society
Here is the presentation I gave today at the Gamers in Society seminar in Tampere, Finland. To summarize it briefly: I state that the intrinsic motivation that virtual worlds supply leads to more room for social aspects (as opposed to the task-oriented nature of "traditional" ICT), which in turn leads to more knowledge transfer. Let me talk a little bit here about the feedback I got.
First of all, my presentation apparently struck a cord with many of the people present because it sparked quite a bit of debate. Many different aspects entered the discussion, all very useful to further my thinking. And even though a lot of elements of my presentation were challenged, it was done in a very positive and constructive way.
One of the biggest problems that the audience had with my perspective was this: while you could argue that intrinsic motivation is an important aspect of virtual worlds (which makes them an enjoyable experience), wouldn't the fun stop as soon as you use virtual worlds in a work context? One commentator stated that "you cannot force people to have fun", which is true of course. In this round of discussion, the divide between the world of managers and the world of gamers came somewhat to the forefront. I was in the latter arena here, which meant some skepticism here and there about things having to do with the corporate world.
There was also some criticism about my (admittedly fairly blunt) statement that the use of "traditional ICT" (embodied in my perspective by the field of Computer Supported Cooperative Work) is always extrinsically motivated whereas virtual worlds are always intrinsically motivated. It is of course not that black and white. Examples were given of extrinsically motivated activities in games. Also, the possible difference in motivation was pointed out between what draws you into a virtual world initially and what keeps you there. In the discussion about this point, the exclusivity of virtual worlds as supplying the five elements of intrinsic motivation that I mention was challenged. Examples were given of social networking sites like LinkedIn or MySpace that also can be said to show most of these elements.
So where do I go from here with this project? One adjustment that I think I'll make to my approach of the subject is this: I will not focus so much on virtual worlds as a tool for knowledge transfer, but rather on virtual worlds as a way to create the preconditions for knowledge transfer. And one of the most important preconditions is trust, which (as one commentator pointed out) I have to decompose a bit further. Another aspect I want to consider incorporating is the development of managerial skills inside a virtual world (for example, by leading a raiding guild in World of Warcraft).
The most valuable comments were made by the two invited commentators (T.L. Taylor and Daniel Pargman). They focused on the next steps in my project and on how to go about actually investigating the managerial relevance of virtual worlds. Their contributions supplied me with some solid ideas that will be very useful in the coming weeks and months when I go about designing my research methodology.
Posted by Jeroen at 3:56 PM 1 comments
Labels: gamers in society seminar, knowledge transfer, motivation, virtual worlds
Friday, April 13, 2007
Off to Finland
I will post my presentation and some impressions of the seminar in the course of next week.
Posted by Jeroen at 8:32 AM 0 comments
Labels: digital games research, gamers in society seminar, virtual worlds
Monday, April 2, 2007
Promising developments
I came across another company this weekend that offers virtual world solutions for corporate use: ProtonMedia. And unlike Qwaq (see earlier post), this one seems to have the right approach. They approach the use of virtual worlds from a learning perspective: using virtual worlds to foster networks and communities of practice in organizations. One of their advisors is Jay Cross, who has written a book about what he calls Informal Learning. This concept is related to the approach to knowledge management of people like Larry Prusak and Rob Cross. Our research on virtual worlds is very much inspired by those people and is also trying to uncover the value of this technology in the area of knowledge transfer. It is encouraging to see some products already being positioned in that field.
Posted by Jeroen at 6:11 AM 0 comments
Labels: knowledge transfer, protonmedia, virtual worlds
Saturday, March 24, 2007
Space and Place

As I mentioned in an earlier post, virtual worlds such as Second Life are not new. As a matter of fact, around the turn of the century there was a blossoming field of research called CVE or Collaborative Virtual Environments (I even put in my two cents' worth [in Dutch] at the time). With its roots in Virtual Reality, CVE research introduced a new and important aspect to ICT: that of shared virtual spaces populated by avatars. That period also saw virtual worlds on the internet, with ActiveWorlds as the Second Life of that time, albeit with nowhere near the current media exposure. For more on that period, check out Bruce Damer's excellent history lesson over at Terra Nova.
And although most of the products, worlds and research projects from that period didn't last, it is important to take some of the lessons we learned with us. I see a tendency in current virtual world research to not be informed by important CVE discussions of the past. One of the most important discussions of the time focused on the concepts of space and place.
The obvious difference between using a virtual world such as Second Life and a normal website is the 3D aspect. A virtual world tries to create a sense of physical space. This space allows us to see ourselves (our avatars) in relation to others (their avatars), which means we can stand close or far away from somebody, face them when they speak or use rudimentary body language. This shared space also allows us to work together on or talk about objects that we can all see. This aspect of using " shared artifacts" was an important drive in CVE research. It is also presented as an important selling point for current virtual world tools such as Qwaq (see previous post and a discussion I had on Raph's website).
The lesson I draw from the CVE period is that too big a focus on space can make us forget the creation of a place. A place is a space invested with meaning. The easiest example is the home (as a place) compared to the house (as a space). How interesting is it for a company to have a space in Second Life when nobody visits it. Wouldn't it be more useful to create a Web 2.0 style website that actually draws visitors and creates a place to promote your brand?
The biggest impact a virtual world can have is when place and space are combined. A sense of community (a place that I like to go back to) combined with a shared space that makes it possible to " bump into" people and strike up opportunistic conversations [1]. That is were the true power of virtual worlds lies.
[1] Remy Evard, Elizabeth F. Churchill and Sara Bly, "Waterfall Glen: Social Virtual Reality at Work" , in: Elizabeth F. Churchill, David N. Snowdon and Alan J. Munro (Eds), Collaborative Virtual Environments: Digital Places and Spaces for Interaction, Springer-Verlag, London, 2001.
Posted by Jeroen at 10:58 AM 0 comments
Labels: activeworlds, collaborative virtual environment, place, qwaq, second life, space, virtual worlds
Thursday, March 15, 2007
Deja Vu All Over Again
Posted by Jeroen at 8:49 AM 0 comments
Labels: areae, collaboration, knowledge transfer, qwaq, second life, virtual worlds
Friday, March 9, 2007
Beyond Second Life
The most spectacular announcement was Sony's Home: a free virtual world for Playstation 3 users, to be launched this fall. The 3pointD blog posted a video that makes Second Life look like something from the 1990s.
The other announcement was by Sun, which is making its game development platform (Darkstar) open source and showed a virtual workspace based on this platform: MPK20. It is basically a virtual world that Sun employees use to collaborate in teams. It is the first environment I've seen of this kind, other than some experiments in Second Life by the likes of IBM. It is important to keep an eye on virtual world developments at Sun (and others, like Multiverse and Areae) amidst all the Second Life hype.
Posted by Jeroen at 11:10 AM 2 comments
Labels: mpk20, second life, sony home, sun darkstar, virtual worlds
Thursday, March 1, 2007
A voice you can trust
Linden Lab is reportedly close to including voice in the Second Life interface. Nate Combs makes some interesting comments about the use of voice in virtual worlds over at the Terra Nova blog. Most interesting from the perspective of the knowledge worker is the relationship he discusses between the use of voice and trust. Voice should increase trust, which makes the transfer of knowledge easier. But will the use of voice disturb other aspects of the virtual worlds experience? The issue merits some further investigation.
Posted by Jeroen at 8:11 PM 0 comments
Labels: second life, trust, virtual worlds, voice
Sunday, February 25, 2007
Virtual worlds, motivation and knowledge transfer

There is a considerable difference in approach between virtual worlds (such as Second Life) and 'traditional' ICT to support communication and collaboration (the latter is known as computer supported cooperative work or CSCW). Virtual worlds are about entertainment and play while CSCW is connected to work. It is this distinction that provides an interesting tension and a basis for our virtual worlds research project.
The aim of many current CSCW projects is to try to support all aspects of the work patterns of a group in a situation where the group is not in one location. However, it is a well-established fact that ambiguous and informal information is not easily communicated by means of ICT. We often revert to face-to-face contact for these situations. Prominent scholars of CSCW have concluded that this poses a fundamental problem, described by Mark Ackerman as the social-technical gap: ICT cannot support all social aspects of the work patterns of a group. Others have argued that trying to imitate a face-to-face situation with ICT is essentially a dead-end road.
What this means is that CSCW falls short in the area of effective knowledge transfer, because this depends on opportunities for informal communication (as put forward by the likes of Davenport and Prusak). The field of knowledge management has shown that effective knowledge transfer is key in achieving sustained competitive advantage.
When looking at the human-computer interaction taking place, the focus of CSCW as described above can be characterized as a focus on extrinsic motivation. It is not the human-computer interaction itself that is motivating, but it is the outcome of the activity that should supply the motivation. We are motivated by accomplishing a work-related task. The ICT we use seems to be more of an irritating intrusion that is best avoided by meeting in person.
What is missing, then, from a typical CSCW situation is an intrinsic motivation: the human-computer interaction itself supplying the reward. This is what happens in virtual worlds, where the experience of using this technology becomes enjoyable in itself. A review of research on virtual worlds and related subjects gives some indications of the ways in which this intrinsic motivation is created:
- by giving the user appropriate challenges and rewards
- by taking the user out of everyday existence
- by giving the user a first-person perspective with direct feedback (important early work in this field was done by Brenda Laurel)
- by creating an opportunity for shared activity
- by allowing the user to see himself within the context of the group.
The current state of the art in CSCW does not supply these ICT tools. The theory presented here suggests that virtual worlds may offer better opportunities for knowledge transfer based on their elements of intrinsic motivation. Following from the discussion above, we aim to answer the following research question:
We are currently refining this research question in discussions with fellow researchers and clients. We welcome your input. To design a suitable research method, the next step will be to define the elements of the research question and hypotheses in a way such that they can be observed and measured.
Posted by Jeroen at 4:21 PM 1 comments
Labels: CSCW, knowledge transfer, knowledge workers, research question, second life, virtual worlds
Thursday, February 15, 2007
Knowledge workers in Second Life
Posted by Jeroen at 5:07 PM 0 comments
Labels: knowledge workers, second life, virtual worlds








