Sunday, June 24, 2007

Leadership in virtual worlds


The results of a very interesting study came out this past week. Led by Byron Reeves of Stanford (and Seriosity) and Thomas Malone of MIT (with important contributions from Nick Yee and others), the study looked at how leadership in virtual worlds relates to traditional leadership models. You can find the full report here.

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.

Friday, June 22, 2007

davenport vs mcafee: the movie

In an earlier post I mentioned the enterprise 2.0 conference. I was particularly interested in the discussion between both gentlemen. This link is the video registration of the discussion! Have fun! I will come back on this later and on the new book of David Weinberger. I am going to read it during my vacation.

Monday, June 18, 2007

being someone

A key factor in Enterprise 2.0 is being someone in the online community, inside and outside the firewall. An important lesson can be learned from Esmee Denters. Last week we had an interesting discussion at the office how this should work. And not suprisingly a dutch newspaper wrote an article on this subject. I will try to integrate these two discussions in one post.

step one generate relevant content online and get found

when you want to be someone you have to have an opinion, just like normal life. Having an opinion and writing about it gets you an online fingerprint. People do not know you but do have questions. The trick is to associate their questions with your name. This is not something that is easy. A large number of publications in a number of online channels are needed to get found on your topic. The part where you are found by google is something you can only partially influence. Writing a blog, resonding to relevant other blogs, getting published by online magazines are some ways of getting found.

step two create a network of people in a number of communities

After you get found by people you want to connect and have a direct relationship. Most people are in one or two communities but your network may expand over many networking sites. Since most network sites are free it is easy to get in these networks. Of course depending on your subject some network sites are more relevant then others.

step three care for your relationships and share ideas

Like normal life you have to interact with your relationships in order to stay in touch. The goal is not to have a network but to gain mutual knowledge by interacting and sharing with your peers. Creating new business opportunities, new insights in existing and new problems and new knowledge will be the result of sharing ideas with your peers. These peers can be inside the enterprise but also on the outside. The last one causes some concerns about IP. Giving and taking will take these concerns away.

step four integrate this in normal life

The hardest part of them all is to do this as a normal part of life. For youngsters it is already normal. For the most of us this is a big change in our working pattern. Your boss might not like it at first when you use office time to do this stuff. At the end your boss will get something in return like described in step four. You have to invest a lot of time. The return will take some time but it will get there!

What do you think of there steps? Is this the first step to take in enterprise 2.0 inside and outside the firewall?

Sunday, June 10, 2007

enterprise 2.0 conference

In a week the enterpise 2.0 conference will begin in Boston. All the big minds on the subject will be together. They will tell eachother their ideas and together discuss about this topic (real knowledge sharing in action!). I guess that from the start of the conference and when it is finished there will be an explosion of postings on a big number of blogs. All will be sharing their new insights and starting new discussions on the way business will work in the future. I am particularly interested on a discussion between Andrew McAfee and Tom Davenport. They have discussed enterprise 2.0 for sometime online and during the conference they will be discussing in person.

This is my maidenpost on this blog and means I will not be posting on my old blog anymore. But for the archive it will remain. On this spot I want to share my thoughts and insights on the topic of enterprise 2.0.

Friday, May 25, 2007

More conference news


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.

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.

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.

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.