Guus Balkema, Jeroen van Bree, Robbert Homburg and Vincent Wiekenkamp keep you up to date on their latest research. They investigate how knowledge workers can become more productive by innovating their work and work environment. All four work as management consultants at YNNO, a Dutch consultancy firm for new ways of working. You can reach them at first name [dot] last name [at] ynno [dot] com.
My paper about knowledge transfer in virtual worlds was not accepted for the ECSCW 2007 conference. On the positive side, I received extensive review comments which gives me some more insight into the position of the CSCW (Computer Supported Cooperative Work) community on this subject.
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.
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.
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.
These two questions are often raised at our clients, even sometimes my own colleagues wonder about this. (imagine how this is on the board level of companies). I will this by using the explanation (and model) of Johan Nelis, one of the two authors of the highly valued book ‘Business Process Management: Practical Guidelines to Successful Implementations’ , who visited our company and shared his insights last month. (see also for a good summary BPtrends)
BPM combines two different expertise field, namely Business Process Improvement (BPI) and management of business processes. In short BPI focuses on designing and implementing new business processes. This field has been around for many years and has increased highly in professionalism. Unfortunately the effect of a great process design has it’s limits. For example we all know many examples where new processes were designed, but even if these were implemented (which is often not the case), were not improved during the years to come. This is where the management of business processes fits in. One of the aspects is of this is creating an organization which continuously improves it’s processes. This is where the term governance is an essential (with roles such as process owners/stewards and process administrators), but also changing the attitudes of people towards process thinking. And of course the management of business processes also focus on measuring and acting on process information.
So BPM combines management of business processes and BPI to increase and embed the impact of the process on the performance of the organisation.
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.
I am off to Finland next week to present a paper at the Gamers in Society seminar, organized by the University of TampereHypermedia Laboratory's Game Research Lab. I submitted a paper about the possibilities I see for virtual worlds as a tool for knowledge transfer (more or less along the lines of an earlier post here, but a bit more refined). It will be interesting to get feedback on my ideas from some of the bright minds in the digital games research community, such as T.L. Taylor, Daniel Pargman and Frans Mäyrä. A bit intimidating as well, I must admit.
I will post my presentation and some impressions of the seminar in the course of next week.
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.