Skip to main content Accessibility help
×
Hostname: page-component-78c5997874-fbnjt Total loading time: 0 Render date: 2024-11-05T02:01:52.216Z Has data issue: false hasContentIssue false

Part II - Groups: Norms, Leadership, and Virtual Organizations

Published online by Cambridge University Press:  15 June 2018

Kiran Lakkaraju
Affiliation:
Sandia National Laboratories, New Mexico
Gita Sukthankar
Affiliation:
University of Central Florida
Rolf T. Wigand
Affiliation:
University of Arkansas
Get access

Summary

Image of the first page of this content. For PDF version, please use the ‘Save PDF’ preceeding this image.'
Type
Chapter
Information
Social Interactions in Virtual Worlds
An Interdisciplinary Perspective
, pp. 101 - 250
Publisher: Cambridge University Press
Print publication year: 2018

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

References

References

Anderson, S. E., & Williams, L. J. (1992). Assumptions about unmeasured variables with studies of reciprocal relationships: The case of employee attitudes. Journal of Applied Psychology, 77, 638650.Google Scholar
Aymerich-Franch, L. (2010). Presence and emotions in playing a group game in a virtual environment: The influence of body participation. Cyberpsychology, Behavior, and Social Networking, 13, 649654.Google Scholar
Ayoko, O. (2007). Communication openness, conflict events and reactions to conflict in culturally diverse workgroups. Cross Cultural Management: An International Journal, 14, 105124.Google Scholar
Beldad, A., de Jong, M., & Steehouder, M. (2010). How shall I trust the faceless and the intangible? A literature review on the antecedents of online trust. Computers in Human Behavior, 26, 857869.Google Scholar
Bentler, P. M., & Bonett, D. G. (1980). Significance tests and goodness of fit in the analysis of covariance structures. Psychological Bulletin, 88, 588606.Google Scholar
Biocca, F., Kim, J., & Choi, Y. (2001). Visual touch in virtual environments: An exploratory study of presence, multimodal interfaces, and cross-modal sensory illusions. Presence, 10, 247265.Google Scholar
Brandon, D. P., & Hollingshead, A. B. (2004). Transactive memory systems in organizations: Matching tasks, expertise, and people. Organization Science, 15, 633644.CrossRefGoogle Scholar
Bubas, G., Radosevic, D., & Hutinski, Z. (2003). Assessment of computer mediated communication competence: Theory and application in an online environment. Journal of Information and Organizational Sciences, 27, 5371.Google Scholar
Charara, S. (2016, January 20). Virtual worlds reborn: Can Second Life's second life democratise VR? Retrieved from: www.wareable.com/vr/second-life-project-sansar-beta-2016Google Scholar
Cheek, J., & Briggs, S. (1982). Self-consciousness and aspects of identity. Journal of Research in Personality, 16, 401408.Google Scholar
Cheng, X., & Macaulay, L. (2013). Exploring individual trust factors in computer mediated group collaboration: A case study approach. Group Decision and Negotiation, 23, 533560.CrossRefGoogle Scholar
Daft, R., & Lengel, R. (1986). Organizational information requirements, media richness, and structural design. Management Science, 32, 554571.CrossRefGoogle Scholar
DeGrove, F., Courtois, C., & Van Looy, J. (2015). How to be a gamer! Exploring personal and social indicators of gamer identity. Journal of Computer-Mediated Communication, 20, 346361.CrossRefGoogle Scholar
DeRosa, D. M., Hantula, D. A., Kock, N., & D'Arcy, J. (2004). Trust and leadership in virtual teamwork: A media naturalness perspective. Human Resource Management, 43, 219232.Google Scholar
Diener, E. (2000). Subjective well-being: The science of happiness and a proposal for a national index. American Psychologist, 55, 3443.Google Scholar
Downs, C., & Hazen, M. (1977). A factor analytic study of communication satisfaction. The Journal of Business Communication, 14, 6473.Google Scholar
Erhardt, N., Martin-Rios, C., Gibbs, J., & Sherblom, J. (2016). Exploring affordances of email for team learning over time. Small Group Research, 47, 243278.Google Scholar
Feng, J., Lazar, J., & Preece, J. (2004). Empathy and online interpersonal trust: A fragile relationship. Behaviour & Information Technology, 23, 97106.CrossRefGoogle Scholar
Flowers, A., Gregson, K., & Trigilio, J. (2009, April). Web interaction from 2D to 3D: New dimensions in company-stakeholder communications in Second Life. Paper presented at the Eastern Communication Association convention, Philadelphia, PA.Google Scholar
Goffman, E. (1959). The presentation of self in everyday life. New York, NY: Anchor.Google Scholar
Gottschalk, S. (2010). The presentation of avatars in Second Life: Self and interaction in social virtual spaces. Symbolic Interaction, 33, 501525.Google Scholar
Green-Hamann, S., Eichhorn, K. C., & Sherblom, J. C. (2011). An exploration of why people participate in Second Life social support groups. Journal of Computer-Mediated Communication, 16, 465491.Google Scholar
Green-Hamann, S., & Sherblom, J. C. (2014). The influences of optimal matching and social capital on communicating support. Journal of Health Communication, 19, 11301144.CrossRefGoogle ScholarPubMed
Hains, R. (2014). Group development in virtual teams: An experimental reexamination. Computers in Human Behavior, 39, 213222.Google Scholar
Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., & Tatham, R. L. (2006). Multivariate data analysis. Upper Saddle River, NJ: Pearson Prentice Hall.Google Scholar
Hayes, A. F. (2009). Beyond Baron and Kenny: Statistical mediation analysis in the new millennium. Communication Monographs, 76, 408420.Google Scholar
Hayes, A. F., Slater, M. D., & Snyder, L. B. (2008). The SAGE sourcebook of advanced data analysis methods for communication research. Los Angeles, CA: SAGE.Google Scholar
Hazel, M., Crandall, H. & Caputo, J. (2015). The influence of instructor social presence and student academic entitlement on teacher misbehaviors in online courses. Southern Communication Journal, 79, 311326.Google Scholar
Hecht, M. (1978). The conceptualization and measurement of interpersonal communication satisfaction. Human Communication Research, 4, 253264.Google Scholar
Henderson, S., & Gilding, M. ( 2004). “I've never clicked this much with anyone in my life”: Trust and hyperpersonal communication in online friendships. New Media & Society, 6, 487506.Google Scholar
Hiltz, S., & Johnson, K. (1990). User satisfaction with computer-mediated communication systems. Management Science, 36, 739764.Google Scholar
Himelboim, I., Lariscy, R. W., Tinkham, S. F., Kaye, D., & Sweetser, K. D. (2012). Social media and online political communication: The role of interpersonal informational trust and openness. Journal of Broadcasting & Electronic Media, 56, 92115.Google Scholar
Hollingshead, A. B. (2001). Cognitive interdependence and convergent expectations in transactive memory. Journal of Personality and Social Psychology, 81, 10801089.Google Scholar
Houtman, E., Makos, A., & Meacock, H. L. (2014). The intersection of social presence and impression management in online learning environments. E-Learning and Digital Media, 11, 419430.CrossRefGoogle Scholar
International Society for Presence Research. (2000). The concept of presence: Explication statement. Retrieved from: https://smcsites.com/ispr/Google Scholar
Jarvenpaa, S. L., & Leidner, D. E. (1998). Communication and trust in global virtual teams. Journal of Computer-Mediated Communication, 3, 791815.Google Scholar
Jin, S. A., & Bolebruch, J. (2009). Avatar-based advertising in second life: The role of presence and attractiveness of virtual spokespersons. Journal of Interactive Advertising, 10, 5160.CrossRefGoogle Scholar
Jin, S. A., & Bolebruch, J. (2010). Virtual commerce (v-commerce) in Second Life: The roles of physical presence and brand-self connection. Journal of Virtual Worlds Research, 2. Retrieved from: http://journals.tdl.org/jvwr/article/view/867Google Scholar
Jourard, S. M. (1971). The transparent self (rev. edn.). New York, NY: Van Nostrand Reinhold.Google Scholar
Karimi, F., Ramenzoni, V. C., & Holme, P. (2014). Structural differences between open and direct communication in an online community. Physica A: Statistical Mechanics and Its Applications, 414, 263273.Google Scholar
Kehrwald, B. (2008). Understanding social presence in text-based online learning environments. Distance Education, 29, 89106.Google Scholar
Kelly, L., Keaten, J. A., Hazel, M., & Williams, J. A. (2010). Effects of reticence, affect for communication channels, and self-perceived competence on usage of instant messaging. Communication Research Reports, 27, 131142.Google Scholar
Kingsley, J., & Wankel, C. (2009). Introduction. In Wankel, C. & Kingsley, J. (eds.), Higher education in virtual worlds: Teaching and learning in Second Life (pp. 19). Bingley, UK: Emerald.Google Scholar
Kock, N. (2004). The psychobiological model: Towards a new theory of computer-mediated communication based on Darwinian evolution. Organization Science, 15, 327348.Google Scholar
Kock, N. (2005). Media richness or media naturalness? The evolution of our biological communication apparatus and its influence on our behavior toward e-communication tools. IEEE Transactions on Professional Communication, 48, 117130.CrossRefGoogle Scholar
Kock, N. (2008). Media naturalness theory: Human evolution and behavior towards electronic communication technologies. In Roberts, S. C. (ed.), Applied evolutionary psychology (pp. 381398). New York, NY: Oxford University Press.Google Scholar
Kock, N., Verville, J., & Garza, V. (2007). Media naturalness and online learning: Findings supporting both the significant and no-significant difference perspectives. Decision Sciences Journal of Innovative Education, 5, 333355.Google Scholar
Leary, M., Wheeler, D., & Jenkins, T. (1986). Aspects of identity and behavioral preference: Studies of occupational and recreational choice. Social Psychology Quarterly, 49, 1118.Google Scholar
Lee, K. M. (2004). Presence, explicated. Communication Theory, 14, 2750.Google Scholar
Lengel, R. H., & Daft, R. L. (1988). The selection of communication media as an executive skill. Executive, 2, 225232.Google Scholar
Leonard, L. G., Sherblom, J. C., Withers, L. A., & Smith, J. S. (2015). Training effective virtual teams: Presence, identity, communication openness, and conversational interactivity. Connexions: International Professional Communication Journal, 3, 1145.Google Scholar
Leonard, L. G., & Toller, P. (2012). Speaking ill of the dead: Anonymity and communication about suicide on MyDeathSpace.com. Communication Studies, 63, 387404.CrossRefGoogle Scholar
Leonard, L. G., & Withers, L. A. (2009, November 14). The role of place in virtual environments. Paper presented at the annual meeting of the National Communication Association, Chicago, IL.Google Scholar
Leonard, L. G., Withers, L. A., & Sherblom, J. C. (2010). The paradox of computer-mediated communication and identity: Peril, promise and Second Life. In Park, J. & Abel, E. (eds.), Interpersonal relations and social patterns in communication technologies: Discourse norms, language structures and cultural variables (pp. 117). Hershey, PA: IGI Global.Google Scholar
Marsh, H. W., & Hocevar, D. (1985). Application of confirmatory factor analysis to the study of self-concept: First- and higher-order factor models and their invariance across groups. Psychological Bulletin, 97, 562582.Google Scholar
Morrison, R., Cegielski, C., & Rainer, R. K. (2012). Trust, avatars, and electronic communications: Implications for e-learning. Journal of Computer Information Systems, 53, 8089.Google Scholar
Morry, M. (2005). Allocentrism and friendship satisfaction: The mediating roles of disclosure and closeness. Canadian Journal of Behavioral Science, 37, 211222.Google Scholar
Nagy, P., & Koles, B. (2014). The digital transformation of human identity: Towards a conceptual model of virtual identity in virtual worlds. Convergence: The International Journal of Research into New Media Technologies, 20, 276292.Google Scholar
Nam, C. W. (2014). The effects of trust and constructive controversy on student achievement and attitude in online cooperative learning environments. Computers in Human Behavior, 37, 237248.Google Scholar
Nowak, K. (2001). Defining and differentiating copresence, social presence and presence as transportation. Paper presented at Presence, Philadelphia, PA. Retrieved from: http://citeseerx.ist.psu.edu/viewdoc/summary?Google Scholar
Nowak, K., Watt, J., & Walther, J. (2009). Computer mediated teamwork and the efficiency framework: Exploring the influence of synchrony and cues on media satisfaction and outcome success. Computers in Human Behavior, 25, 11081119.Google Scholar
Oztok, M., & Brett, C. (2011). Social presence and online learning: A review of research. International Journal of E-learning & Distance Education, 25. Retrieved from: www.ijede.ca/index.php/jde/article/view/758/1299Google Scholar
Sarker, S., Ahuja, M., Sarker, S., & Kirkeby, S. (2011). The role of communication and trust in global virtual teams: A social network perspective. Journal of Management Information Systems, 28, 273310.Google Scholar
Schiller, S., Mennecke, B., Nah, F., & Luse, A. (2014). Institutional boundaries and trust of virtual teams in collaborative design: An experimental study in a virtual world environment. Computers in Human Behavior, 35, 565577.CrossRefGoogle Scholar
Seung-A., A. J. (2012). The virtual malleable self and the virtual identity discrepancy model: Investigative frameworks for virtual possible selves and others in avatar-based identity construction and social interaction. Computers in Human Behavior, 28, 21602168.Google Scholar
Sherblom, J. (2010). The computer-mediated communication (CMC) classroom: A challenge of medium, presence, interaction, identity, and relationship. Communication Education, 59, 497523.CrossRefGoogle Scholar
Sherblom, J. C., & Green-Hamann, S. (2013). Public relations in a virtual world: A Second Life case study. In Al-Deen, H. N. & Hendricks, J. A. (eds.), Social media and strategic communications (pp. 137155). Basingstoke: Palgrave Macmillan.Google Scholar
Sherblom, J. C., Withers, L. A., & Leonard, L. G. (2009). Communication challenges and opportunities for educators using Second Life. In Wankel, C. & Kingsley, J. (eds.), Higher education in virtual worlds: Teaching and learning in Second Life (pp. 2946). Bingley: Emerald.Google Scholar
Sherblom, J. C., Withers, L. A., & Leonard, L. G. (2013). The influence of computer-mediated communication (CMC) competence on computer-supported collaborative learning (CSCL) in online classroom discussions. Human Communication, 16, 3139.Google Scholar
Simon, A. (2010). Computer-mediated communication: Task performance and satisfaction. The Journal of Social Psychology, 146, 349379.CrossRefGoogle Scholar
Sivunen, A. & Nordbäck, E. (2015). Social presence as a multi-dimensional group construct in 3D virtual environments. Journal of Computer-Mediated Communication, 20, 1936.Google Scholar
Spitzberg, B. H. (2006). Preliminary development of a model and measure of computer-mediated communication (CMC) competence. Journal of Computer–Mediated Communication, 11, 629666.Google Scholar
Sueng-A, A. (2012). The virtual malleable self and the virtual identity discrepancy model: Investigative frameworks for virtual possible selves and others in avatar-based identity construction and social interaction. Computers in Human Behavior, 28, 21602168.Google Scholar
Sundararajan, B. (2009). Impact of communication patterns, network positions and social dynamics factors on learning among students in a CSCL environment. Electronic Journal of e-Learning, 7, 7184.Google Scholar
Sundararajan, B. (2010). Emergence of the most knowledgeable other (MKO): Social network analysis of chat and bulletin board conversations in a CSCL system. Electronic Journal of e-Learning, 8, 191208.Google Scholar
Tabachnick, B. G., & Fidell, L. S. (2013). Using multivariate statistics. Boston, MA: Pearson.Google Scholar
Trevino, L. K., Daft, R. L., & Lengel, R. H. (1990). Understanding manager's media choices: A symbolic interactionist perspective. In Fulk, J. & Steinfield, C. (eds.), Organizations and communication technology (pp. 7194). Newbury Park, CA: SAGE.Google Scholar
Tu, C. H., & McIsaac, M. (2002). The relationship of social presence and interaction in online classes. American Journal of Distance Education, 16, 131150.Google Scholar
Turilli, M., Vaccaro, A., & Taddeo, M. (2010). The case of online trust. Knowledge, Technology & Policy, 23, 333345.CrossRefGoogle Scholar
Veit, C. T., & Ware, J. E. (1983). The structure of psychological distress and well-being in general populations. Journal of Consulting and Clinical Psychology, 51, 730742.CrossRefGoogle ScholarPubMed
Walther, J. B. (2004). Language and communication technology. Journal of Language and Social Psychology, 23, 384396.Google Scholar
Walther, J. B. (2009). Theories, boundaries, and all of the above. Journal of Computer-Mediated Communication, 14, 748752.Google Scholar
Walther, J. B. (2010). Computer-mediated communication. In Berger, C. R., Roloff, M. E., & Roskos-Ewoldsen, D. R. (eds.), The handbook of communication science, 2nd edn. (pp. 489505). Thousand Oaks, CA: SAGE.Google Scholar
Walther, J., & Bazarova, N. (2008). Validation and application of electronic propinquity theory to computer-mediated communication in groups. Communication Research, 35, 622645.Google Scholar
Walther, J. B., Loh, T., & Granka, L. (2005). Let me count the ways: The interchange of verbal and nonverbal cues in computer-mediated and face-to-face affinity. Journal of Language & Social Psychology, 24, 3665.Google Scholar
Walther, J. B., & Parks, M. R. (2002). Cues filtered out, cues filtered in: Computer-mediated communication and relationships. In Knapp, M. L. and Daly, J. A. (eds.), Handbook of interpersonal communication, 3rd edn. (pp. 529563). Thousand Oaks, CA: SAGE.Google Scholar
Willson, M. A. (2006 ). Technically together: Rethinking community within techno-society. New York, NY: Peter Lang.Google Scholar
Wrench, J. S., & Punyanunt-Carter, N. M. (2007). The relationship between computer-mediated-communication competence, apprehension, self-efficacy, perceived confidence, and social presence. Southern Communication Journal, 72, 355378.Google Scholar

References

Chandler, Daniel. (1995). Technological or media determinism. Retrieved from: http://visual-memory.co.uk/daniel/Documents/tecdet/tecdet.html (accessed July 11, 2016).Google Scholar
Cobley, Paul, & Randvir, Anti (2009). Introduction: What is sociosemiotics? Semiotica, 2009(173,).Google Scholar
Corneliussen, Hilde-G., & Rettberg, Jill Walker (eds.) (2008). Digital culture, play, and identity: A World of Warcraft reader. Cambridge, MA: MIT Press.Google Scholar
De Certeau, Michel. (1980). L'Invention du quotidien. 2 tomes. Paris: Gallimard, Folio essais #146.Google Scholar
Ducheneaut, Nick, Yee, Nick, Nickell, Eric, et al. (2006). Building an MMO with mass appeal: A look at gameplay in World of Warcraft, games and culture. Games and Culture, 1(4), 281317.Google Scholar
Eco, Umberto. (1988). Sémiotique et philosophie du langage. Paris: Presses Universitaires de France,Google Scholar
Ellul, Jacques. (1954). La technique ou l'enjeu du siècle. Paris: Armand Colin.Google Scholar
Ensslin, Astrid, & Muse, Eben (eds.). (2011). Creating second lives: Community, identity and spatiality as constructions of the virtual. London: Routledge.Google Scholar
Finnemore, Martha, & Sikkink, Kathryn. (1998). International norm dynamics and political change. International Organization, 52 (4), 887917.Google Scholar
Foucault, Michel. (2001 [1971]). Dits et écrits I, 1954–1975. Paris: Gallimard, Quarto.Google Scholar
Foucault, Michel. (1976). Histoire de la sexualité I. La volonté de savoir. Paris: Gallimard.Google Scholar
Kou, Yubo. (2014). Governance in League of Legends: An hybrid system. In Foundation of Digital Games 2014, April 3–7, Fort Lauderdale, FL.Google Scholar
Kou, Yubo, & Gui, Xinning. (2014). Playing with strangers: Understanding temporary teams in League of Legends. CHI PLAY ’14. New York, NY: ACM Publications.Google Scholar
Kwak, Haewoon, & Blackburn, Jeremy. (2014). Linguistic analysis of toxic behaviour in an online video game (pp. 209217). Social Informatics, Vol. 8852. Barcelona: Springer.Google Scholar
Landowski, Éric. (1993). L'esprit de la société. Liège: Margada, Philosophie et Langage.Google Scholar
Leroi-Gourhan, André. (1964, 1965). Le geste et la parole. 2 tomes. Paris: Albin Michel.Google Scholar
Maigret, Éric. (2003). Sociologie de la communication et des medias. Paris: Armand Colin.Google Scholar
Mumford, Lewis. (1967, 1970). The myth of the machine. 2 vols. New York, NY: Harcourt Brace Jovanovich.Google Scholar
Pearce, Celia, & Artemesia, (2009). Communities of play. Emergent cultures in multiplayer, games and virtual worlds. Game Studies. Cambridge, MA: MIT Press.CrossRefGoogle Scholar
Peirce, Charles Sanders. (1878). How to make our ideas clear. Popular Science Monthly, 12, 286302. Essential Peirce, Vol. 1, p. 131.Google Scholar
Scott, Michael. (2012). A monument to the player: Preserving a landscape of socio-cultural capital in the transitional MMORPG. In New review of hypermedia and multimedia, Vol. 18(4), pp. 295320. Boca Raton, FL: Taylor & Francis.Google Scholar
Sicart, Miguel. (2009). The ethics of computer games. Cambridge, MA: MIT Press.CrossRefGoogle Scholar
Simondon, Gilbert. (1958). Du mode d'existence des objets techniques. Paris: Aubier.Google Scholar
Smith, Merritt Roe, & Marx, Leo. (1994). Does technology drive history? The dilemma of technological determinism. Cambridge, MA: MIT Press.Google Scholar
Stiegler, Bernard. (1994, 1996, 2001). La technique et le temps. 3 tomes. Paris: Éditions Galilée, La Philosophie en Effet.Google Scholar
Taylor, T. L. (2006). Play between worlds: Exploring online game culture. Game Studies. Cambridge, MA: MIT Press.Google Scholar
Veron, Eliseo. (1987). La sémiosis sociale: Fragments d'une théorie de la discursivité. Saint-Denis: Presses Universitaires de Vincennes, Sciences du Langage.Google Scholar
Winner, Langdon. (1986). The whale and the reactor: A search for limits in an age of high technology. Chicago, IL: University of Chicago Press.Google Scholar

References

Ancona, D., Malone, T. W., Orlikowski, W. J., & Senge, P. (2007). In praise of the incomplete leader. Harvard Business Review, February 2007 (n.p.).Google Scholar
Avolio, B. J., Kahai, S. S., & Dodge, G. E. (2001). E-leadership: Implications for theory, research, and practice. The Leadership Quarterly, 11(4), 615668.CrossRefGoogle Scholar
Avolio, B. J., Sosik, J., Kahai, S. S., & Baker, B. (2014). E-leadership: Re-examining transformations in leadership source and transmission. The Leadership Quarterly, 25(1), 105131.CrossRefGoogle Scholar
Bardzell, S., Bardzell, J., Pace, T., & Reed, K. (2008). Blissfully productive: Grouping and cooperation in World of Warcraft instance runs. CSCW’08, November 8–12, San Diego, CA.Google Scholar
Bass, B. M. (1985). Leadership and performance. New York, NY: Free Press.Google Scholar
Bidwell, M. J., & Briscoe, F. (2009). Who contracts? Determinants of the decision to work as an independent contractor among information technology workers. Academy of Management Journal, 52(6), 11481168.Google Scholar
Carte, T., Chidambaram, L., & Becker, A. (2006). Emergent leadership in self-managed virtual teams. Group Decision and Negotiation, 15(4), 323343.Google Scholar
Chen, M. (2009.) Communication, coordination, and camaraderie in World of Warcraft. Games and Culture, 4(1), 4773.Google Scholar
Contractor, N. S., DeChurch, L. A., Carson, J., Carter, D. R., & Keegan, B. (2012). The topology of collective leadership. Leadership Quarterly, 23(6), 9941011.CrossRefGoogle Scholar
Day, D. V., Gronn, P., & Salas, E. (2004). Leadership capacity in teams. The Leadership Quarterly, 15 (6), 857880.Google Scholar
de Castell, S., Boschman, L., & Jenson, J. (2008). In and out of control: Learning games differently. Loading, 2(3), 116.Google Scholar
de Castell, S., Jenson, J., Taylor, N., & Thumiert, K. (2014). Re-thinking foundations: Theoretical and methodological challenges (and opportunities) in virtual worlds research. Journal of Gaming and Virtual Worlds, 6(1), 320.Google Scholar
Dyer-Witheford, N. (2015). Cyber-proletariat: Global labour in the digital vortex. Chicago, IL: University of Chicago Press.Google Scholar
Ee, A., & Cho, H. (2012). What makes an MMORPG leader? A social cognitive theory-based approach to understanding the formation of leadership capabilities in massively multiplayer online role-playing games. Eludamos. Journal for Computer Game Culture, 6(1), 2537.Google Scholar
Engeström, Y. (1987). Learning by expanding: An activity-theoretical approach to developmental research. Helsinki: Orienta-Konsultit.Google Scholar
Engeström, Y. (1990). When is a tool? Multiple meanings of artifacts in human activity. In Engeström, Y. (ed.), Learning, working and imagining: Twelve studies in activity theory. Helsinki: Orienta-Konsultit, 171195.Google Scholar
Giddings, S. (2008). Events and collusions: A glossary for the microethnography of video game play. Games and Culture, 4(2), 144157.Google Scholar
Giddings, S., & Kennedy, H. (2008). Little Jesuses and *@#?-off robots: On cybernetics, aesthetics, and not being very good at Lego Star, Wars. In Swalwell, M. & Wilson, J. (eds.), The pleasures of computer gaming: Essays on cultural history, theory and aesthetics (pp. 1332). Jefferson, NC: McFarland.Google Scholar
Goh, S., & Wasko, M. (2009). Where's the leader? Identifying leadership candidates within virtual worlds. MG 2009 Proceedings. Paper 9.Google Scholar
Goh, S., & Wasko, M. (2011). Leader-member relationships in virtual world teams. In 44th Hawaii International Conference on System Sciences (HICSS), Kauai, HI.CrossRefGoogle Scholar
Gronn, P. (2002). Distributed leadership. In Leithwood, K., Hallinger, P., Seashore-Louis, K., Furman-Brown, G., Gronn, P., Mulford, W., & Riley, K. (eds.), Second international handbook of educational leadership and administration. Dordrecht: Kluwer.Google Scholar
Guthrie, K. L., Phelps, K., & Downey, S. (2011). Virtual worlds: A developmental tool for leadership education. Journal of Leadership Studies, 5(2), 613.Google Scholar
Hambley, L. A., O'Neill, T. A., & Kline, T. J. B. (2007). Virtual team leadership: The effects of leadership style and communication medium on team interaction styles and outcomes. Organizational Behavior and Human Decision Processes, 103(1), 120.Google Scholar
Hiller, N. J., Day, D. V., & Vance, R. J. (2006). Collective enactment of leadership roles and team effectiveness: A field study. The Leadership Quarterly, 17(4), 387397.Google Scholar
Karmali, L. (October 23, 2015). Guild Wars 2 hits 7 million players as expansion launches. IGN. Retrieved from: www.ign.com/articles/2015/10/23/guild-wars-2-hits-7-million-players-as-expansion-launches (accessed January 12, 2016).Google Scholar
Kollar, P. (November 16, 2015). World of Warcraft team responds to shrinking subscriber numbers. Polygon. Retrieved from: www.polygon.com/2015/11/16/9731672/world-of-warcraft-legion-subscription-numbers-expansion-speed (accessed January 12, 2016).Google Scholar
Lankshear, C. (1997). Changing literacies. Bristol, PA: Open University Press.Google Scholar
Latour, B. (2005). Reassembling the social: An introduction to actor-network theory. Oxford: Oxford University Press.Google Scholar
Lehdonvirta, M., Nagashima, Y., Lehdonvirta, V., & Baba, A. (2012.) The Stoic male: How avatar gender affects help-seeking behavior in an online game. Games and Culture, 7(1), 2947.Google Scholar
Li, W-D., Arvey, R. D., & Song, Z. (2011). The influence of general mental ability, self-esteem and family socioeconomic status on leadership role occupancy and leader advancement: The moderating role of gender. The Leadership Quarterly, 22(3), 520534.Google Scholar
Linderoth, J., Björk, S., & Olsson, C. (2014). Should I stay or should I go? A study of pickup groups in Left 4 Dead 2. ToDIGRA: Transactions of the Digital Games Research Association, 2(1), 117145.Google Scholar
Lisk, T. C., Kaplancali, U. T., & Riggio, R. E. (2012). Leadership in multiplayer online gamingenvironments. Simulation and Gaming, 43(1), 133149.Google Scholar
Lu, L., Shen, C., & Williams, D. (2014). Friending your way up the ladder: Connecting massive multiplayer online game behaviors with offline leadership. Computers in Human Behavior, 35, 5460.Google Scholar
Muethel, M., & Hoegl, M. (2013). Shared leadership effectiveness in independent professional teams. European Management Journal, 31(4), 423432.Google Scholar
Mysirlaki, S., & Paraskeva, F. (2012). Leadership in MMOGs: A field of research on virtual teams. Electronic Journal of e-Learning, 10(2), 223234.Google Scholar
Nardi, B. (1995). Context and consciousness: Activity theory and human-computer interaction. Cambridge, MA: MIT Press.Google Scholar
Pagliery, J. (June 19, 2014). Why I put World of Warcraft on my resume. CNN: Money. Retrieved from: http://money.cnn.com/2014/06/19/technology/world-of-warcraft-resume/ (accessed May 31, 2016).Google Scholar
Purvana, R. K., & Bono, J. E. (2009). Transformational leadership in context: Face-to-face and virtual teams. The Leadership Quarterly, 20(3), 343357.CrossRefGoogle Scholar
Ratan, R., Taylor, N., Hogan, J., Kennedy, T. L. M., & Williams, D. (2015). Stand by your man: An examination of gender disparity in League of Legends. Games and Culture. doi: 10.1177/1555412014567228.Google Scholar
Reeves, B., & Malone, T. (2007). Leadership in games and at work: Implications for the enterprise of massively multiplayer online role-playing games. Report prepared for IBM.Google Scholar
Reeves, B., Malone, T. W., & O'Driscoll, T. (2008). Leadership's online labs. Harvard Business Review, May 2008 (n.p.).Google Scholar
Rubenfire, A. (August 12, 2014). Can ‘World of Warcraft’ game skills help land a job? Wall Street Journal. Retrieved from: www.wsj.com/articles/can-warcraft-game-skills-help-land-a-job-1407885660 (accessed January 13, 2016).Google Scholar
Ruggieri, S. (2009). Leadership in virtual teams: A comparison of transformational and transactional leaders. Social Behavior and Personality, 37(8), 10171022.Google Scholar
Schrader, P. G., & McCreery, M. (2008). The acquisition of skill and expertise in massively multiplayer online games. Educational Technology Research & Development, 56(5–6), 557574.Google Scholar
Siewiorek, A., & Lehtinen, E. (2011). Exploring leadership profiles from collaborative computer gaming. International Journal of Leadership Studies, 6(3), 357374.Google Scholar
Siitonen, M. (2009). Conflict management and leadership communication in multiplayer communities. In Kennedy, H. (ed.), Proceedings of DiGRA 2009: Breaking new ground: Innovation in games, play, practice and theory, Brunel University, London.Google Scholar
Silverman, M., & Simon, B. (2009). Discipline and dragon kill points in the online power game. Games and Culture, 4(4), 353378.Google Scholar
Sorden, C. (May 12, 2008). Player vs. Everything: Putting raiding on your resume. Massively. Retrieved from: www.engadget.com/2008/05/12/player-vs-everything-putting-raiding-on-your-resume/ (accessed January 12, 2016).Google Scholar
Sunden, J. (2009). Play as transgression: An ethnographic approach to queer game cultures. In Proceedings of DiGRA 2009: Breaking new ground: Innovation in games, play, practice and theory. London: Brunel University.Google Scholar
Taylor, N., Kampe, C., & Bell, K. (2015). Me and Lee: Identification and the play of attraction in The Walking Dead. Game Studies, 15(1). Retrieved from: http://gamestudies.org/1501/articles/taylor (accessed January 12, 2016).Google Scholar
Taylor, T. L. (2006). Play between worlds: Exploring online game culture. Cambridge, MA: MIT Press.Google Scholar
Taylor, T. L. (2012). Raising the stakes: The professionalization of computer gaming. Cambridge, MA: MIT Press.Google Scholar
Uhl-Bien, M., Marion, R., & McKelvey, B. (2007). Complexity leadership theory: Shifting leadership from the Industrial Age to the Knowledge Era. The Leadership Quarterly, 18(4), 298318.Google Scholar
van Dijk, N., & Broekens, J. (2010). Virtual team performance depends on distributed leadership. In 9th International Conference on Entertainment Computing. Seoul, South Korea, September 8–11.Google Scholar
Vygotsky, L. S. (1978). Mind and society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.Google Scholar
Wertsch, J. (1998). Mind as action. Oxford: Oxford University Press.Google Scholar
Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games & Culture, 1(4), 338361.Google Scholar
Williams, J. P., Kirschner, D., & Suhaimi-Broder, Z. (2014). Structural roles in massively multiplayer online games: A case study of guild and raid leaders in World of Warcraft. In Johns, M. D., Chen, S-L. S., & Terlip, L. A. (eds.), Symbolic interaction and new social media (pp. 121142). Bingley: Emerald Group Publishing.CrossRefGoogle Scholar
Xanthopoulou, D., & Papagiannidis, S. (2012). Play online, work better? Examining the spillover of active learning and transformational leadership. Technological Forecasting and Social Change, 79(7), 13281339.Google Scholar
Yee, N. (2006). The demographics, motivations and derived experiences of users of massively-multiuser online graphical environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309329.Google Scholar

References

Abel, M. (1990). Experiences in an exploratory distributed organization. In Galegher, J., Kraut, R. E., & Egido, C. (eds.), Intellectual teamwork. Hillsdale, NJ: Lawrence Erlbaum.Google Scholar
Adhikari, R. (1998, May 4). Groupware to the next level. InformationWeek, 106111.Google Scholar
Allen, T. J. (1977). Managing the flow of technology. Cambridge, MA: MIT Press.Google Scholar
Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. Science, 317 (5837), 472476.Google Scholar
Bainbridge, W. S. (ed.). (2009). Online worlds: Convergence of the real and the virtual. London: Springer-Verlag.Google Scholar
Baker, W. E. (1992). The network organization in theory and practice. In Nohria, N. & Eccles, R. G. (eds.), Networks and organizations: Structure, form, and action (pp. 397429). Cambridge, MA: Harvard Business School Press.Google Scholar
Bandow, D. (1997). Geographically distributed work groups and IT: A case study of working relationships and IS professionals. In SIGCPR ’97 Proceedings of the 1997 ACM SIGCPR Conference on Computer Personnel Research (pp. 8792). San Francisco: Association for Computing Machinery (ACM).Google Scholar
Barnatt, C. (1995). Office space, cyberspace and virtual organization. Journal of General Management, 20 (4), 7891.Google Scholar
Beck, J. C., & Wade, M. (2004). Got game: How the gamer generation is reshaping business forever. Boston, MA: Harvard Business School Press.Google Scholar
Bélanger, F., & Watson-Manheim, M. (2006). Virtual teams and multiple media: Structuring media use to attain strategic goals. Group Decision & Negotiation, 15 (4), 299321.Google Scholar
Bell, B. S., & Kozlowski, S. W. J. (2002). A typology of virtual teams: Implications for effective leadership. Group & Organization Management, 27 (1), 14.Google Scholar
Bell, M. (2008). Toward a definition of “Virtual Worlds.” Journal of Virtual World Research, 1 (1), 15.Google Scholar
Benjamin, R., & Wigand, R. T. (1995). Electronic markets and virtual value chains on the Information Superhighway. Sloan Management Review, 2, 6272.Google Scholar
Bly, S. A., Harrison, S. R., & Irwin, S. (1993). Media spaces: Bringing people together in a video, audio, and computing environment. Communications of the ACM, 36(1), 2847.Google Scholar
Boellstorff, T. (2008). Coming of age in Second Life: An anthropologist explores the virtually human. Princeton, NJ: Princeton University Press.Google Scholar
Bughin, J. (2008). The rise of enterprise 2.0. Journal of Direct, Data and Digital Marketing Practice, 9 (3), 251259.Google Scholar
Castronova, E., & Falk, M. (2008). Virtual worlds as Petri dishes for the social and behavioral sciences (December 2008). RatSWD Working Paper No. 47. Retrieved from: http://ssrn.com/abstract=1445340 (accessed November 7, 2017).Google Scholar
Chesbrough, H. W., & Teece, D. J. (1996). Organizing for innovation. Harvard Business Review, January–February, 6573.Google Scholar
Churchill, E. F., & Bly, S. (1999). Virtual environments at work: Ongoing use of MUDs in the workplace. In Proceedings of the International Joint Conference on Work Activities Coordination and Collaboration, San Francisco, CA (pp. 99108). New York, NY: Association for Computing Machinery (ACM), WACC ’99.Google Scholar
Churchill, E. F., & Snowdon, D. (1998). Collaborative virtual environments: An introductory review of issues and systems. Virtual Reality: Research, Development and Applications, 3(1), 315.Google Scholar
Coleman, D. (1996). Electronic collaboration on the Internet and Intranets. San Francisco: Collaborative Strategies. Retrieved from: www.collaborate.com/intranet.html (accessed January 5, 2017).Google Scholar
Curtis, P. (1995). Mudding: Social phenomenon in text-based virtual realities. In Stefik, M. (ed.), Internet dreams: Archetypes, myths, and metaphors (pp. 265292). Cambridge, MA: MIT Press.Google Scholar
Davenport, T. H., Eccles, R. G., & Prusak, L. (1992). Information politics. Sloan Management Review, Fall 1992, 5365.Google Scholar
Davidow, W. (1992). Virtual corporation. Forbes, December 7, 102107.Google Scholar
Dawes, R. M. (1980). Social dilemmas. Annual Review of Psychology, 31, 169193.Google Scholar
DeSanctis, G., & Gallupe, R. B. (1987). A foundation for the study of group decision support systems. Management Science, 33(5), 589609.Google Scholar
DeSanctis, G., Poole, M. S., Desharnais, G., & Lewis, H. (1991). Using computing to facilitate the quality improvement process: The IRS-Minnesota project. Interfaces, 21(6), 2336.Google Scholar
DeSanctis, G., Poole, M. S., Dickson, G. W., & Jackson, B. M. (1993). Interpretive analysis of team use of group technologies. Journal of Organizational Computing, 3(1), 130.Google Scholar
DiMartino, V., & Wirth, L. (1990). Telework: A new way of working and living. International Labour Review, 129(5), 529554.Google Scholar
Drescher, M. A., Korsgaard, M. A., Wigand, R. T., Welpe, I. S., & Picot, A. (2014). The dynamics of shared leadership: Building trust and enhancing performance. Journal of Applied Psychology, 99(5), 771783. http://dx.doi.org/10.1037/a0036474 (accessed November 7, 2017).Google Scholar
Dyson, E. (1990). Why groupware is gaining ground. Datamation, March 1, 5256.Google Scholar
Englberger, H. (2000). Kommunikation von Innovationsbarrieren in telekooperativen Reorganisationsprozessen. Wiesbaden: Gabler.engleberger.Google Scholar
Finn, K. E., Sellen, A. J., & Wilbur, S. B. (eds.). (1997). Video mediated communication: Computer, cognition and work series. Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
Fowler, G. D., & Wackerbarth, M. E. (1980). Audio teleconferencing versus face-to-face conferencing: A synthesis of the literature. Western Journal of Speech Communication, 44 (Summer), 236252.Google Scholar
Fukuyama, F. (1995). Trust: The social virtues and the creation of prosperity. New York, NY: Simon and Schuster.Google Scholar
Grantham, C. E. (1996). Working in a virtual place: A case study of distributed work. In Proceedings of the ACM SIGPR/SIGMIS Special Interest Group Conference on Computer Personnel Research, San Francisco, CA (pp. 6884). New York: Association for Computing Machinery (ACM).Google Scholar
Grohowski, R., McGoff, C., Vogel, D., Martz, B., & Nunamaker, J. (1990). Implementing electronic meeting systems at IBM: Lessons learned and success factors. MIS Quarterly, 14(4), 369383.Google Scholar
Handy, C. (1995). Trust and virtual organization: How do you manage people whom you do not see. Harvard Business Review, 73(3), 4050.Google Scholar
Harasim, L. (1993). Global networks: Computers and international communications. Cambridge, MA: MIT Press.Google Scholar
Hart, P. (1999). Understanding colocation requirements and refining expectations about computer network use: A field study of engineering design environments. In Proceedings of the 20th International Conference on Information Systems, ICIS ’99, Charlotte, NC (pp. 484488). Atlanta, GA: Association for Information Systems.Google Scholar
Heninger, W. G., Dennis, A. R., & Hilmer, K. M. (2006). Individual cognition and dual-task interference in group support systems. Information Systems Research, 17(4), 415424.Google Scholar
Hertel, G., Konradt, U., & Orlikowski, B. (2004). Managing distance by interdependence: Goal setting, task interdependence, and team-based rewards in virtual teams. European Journal of Work & Organizational Psychology, 13 (1), 128.Google Scholar
Hiltz, S. R., & Turoff, M. (1992). Virtual meetings: Computer conferencing and distributed group support. In Bostrom, R. P., Waston, R. T., & Kinney, S. (eds.), Computer augmented teamwork (pp. 6785). New York, NY: Van Nostrand Reinhold.Google Scholar
Hoffman, D. L., Novak, T. P., & Peralta, M. (1999). Building consumer trust on-line. Communications of the ACM, 42(4), 8085.Google Scholar
Hossain, L., & Wigand, R. T. (2003). Understanding virtual collaboration through structuration. In Proceedings of the 4th European Conference on Knowledge Management (pp. 475484).Google Scholar
Hossain, L., & Wigand, R. T. (2004). Trust for e-business management. In Proceedings of the Fourth International Conference on Electronic Business: Shaping Business Strategy in a Networked World, December 5–9, 2004 (pp. 893900). Beijing, China: Tsinghua University, International Academic Publishers.Google Scholar
Huh, S., & Williams, D. (2009). Dude looks like a lady: Online game gender swapping. In Bainbridge, W. S. (ed.), Online worlds: Convergence of the real and the virtual (pp. 161174). Guildford: Springer.Google Scholar
Igbaria, M., Shayo, C., & Olfman, L. (1999). On becoming virtual: The driving forces and arrangements. In Proceedings of the ACM SIGPR Special Interest Group Conference on Computer Personnel Research, New Orleans, LA (pp. 2741). New York: Association for Computing Machinery (ACM).Google Scholar
Jarvenpaa, S., & Ives, B. (1994). The global network organization of the future: Information management opportunities and challenges. Journal of Management Information Systems, 10(4), 2557.Google Scholar
Jarvenpaa, S. L., Knoll, K., & Leidner, D. E. (1998). Is anybody out there? Antecedents of trust in global virtual teams. Journal of Management Information Systems, 14(4), 2964.Google Scholar
Jarvenpaa, S. L., Shaw, T. R., & Staples, D. S. (2004). Toward contextualized theories of trust: The role of trust in global virtual teams. Information Systems Research, 15 (3), 250264.Google Scholar
Jirotka, M., Gilbert, N., & Luff, P. (1992). On the social organization of organizations. Computer Supported Cooperative Work, 1(1), 95118.Google Scholar
Jones, S., Wilikens, M., Morris, P., & Masera, M. (2000). Trust requirements in e-business. Communications of the ACM, 43(12), 8187.Google Scholar
Joshi, A., Lazarova, M. B., & Liao, H. (2009). Getting everyone on board: The role of inspirational leadership in geographically dispersed teams. Organization Science, 20(1), 240252.Google Scholar
Jude-York, D. (1998). Technology enhanced teamwork: Aligning individual contributions for superior team performance. Organization Development Journal, 16(3), 7380.Google Scholar
Kanawattanachai, P., & Yoo, Y. (2007). The impact of knowledge coordination on virtual team performance over time. MIS Quarterly, 31(4), 783808.Google Scholar
Kasper-Fuehrer, E. C., Ashkanasy, N. M., & Neal, M. (2001). Communicating trustworthiness and building trust in interorganizational virtual organizations. Journal of Management, 27(3), 235254.Google Scholar
Kendall, L. (2002). Hanging out in the virtual pub: Masculinities and relationships online. Oakland, CA: University of California Press.Google Scholar
Kiely, T. (1993). Learning to share. CIO, July, 3844.Google Scholar
Kirkman, B. L., & Mathieu, J. E. (2005). The dimensions and antecedents of team virtuality. Journal of Management, 31(5), 700718.Google Scholar
Kock, N. (2000). Benefits for virtual organizations from distributed groups. Communications of the ACM, 43(11), 107112.Google Scholar
Korsgaard, M. A., Picot, A., Wigand, R. T., Welpe, I. A., & Assmann, J. (2009). Cooperation, coordination and trust in virtual teams: Insights from virtual games (with). In Bainbridge, William Sims (ed.), Online worlds: Convergence of the real and the virtual (pp. 251262). London: Springer-Verlag.Google Scholar
Kramer, R. M., & Tyler, T. R. (eds.) (1996). Trust in organizations: Frontiers of strategy and research. Thousand Oaks, CA: SAGE.Google Scholar
Kraut, R., Egido, C., & Galegher, J. (1988). Patterns of contact and communication in scientific research collaboration. In Proceedings of the Conference on Computer Supported Cooperative Work, CSCW ’88, Portland, OR (pp. 112). New York: Association for Computing Machinery.Google Scholar
Lucas, H. C, & Olson, M. (1994). The impact of information technology on organizational flexibility. Journal of Organizational Computing, 4 (2), 155176.Google Scholar
Ludwig, G. S. (1999). Virtual geographic research teams: A case study. Journal of Geography, 98(3), 149154.Google Scholar
Luhmann, N. (1986). Persöniches Vertrauen. In Vertrauen: Ein Mechanismus der Reduktion sozialer Komplexität, 3rd ed. (pp. 165185). Stuttgart: Enke Verlag.Google Scholar
Luhmann, N. (1989). Ecological communication. Chicago, IL: University of Chicago Press and Cambridge, UK: Polity Press.Google Scholar
Luhmann, N. (2000). The reality of the mass media. Cambridge, UK: Polity Press and Oxford: Blackwell.Google Scholar
Luhmann, N. (1994). Die Wirtschaft der Gesellschaft. Frankfurt am Main: Suhrkamp Verlag.Google Scholar
Majchrzak, A., Malhotra, A., & John, R. (2005). Perceived individual collaboration know-how development through information technology-enabled contextualization: Evidence from distributed teams. Information Systems Research, 16, 1, 927.Google Scholar
Majchrzak, A., Rice, R. E., Malhotra, A., King, N., & Ba, S. (2000). Technology adaptation: The case of a computer-supported inter-organizational virtual team. MIS Quarterly, 24(4), 569600.Google Scholar
Malhotra, Y., Galletta, D. F., & Kirsch, L. J. (2008). How endogenous motivations influence user intentions: Beyond the dichotomy of extrinsic and intrinsic user motivations. Journal of Management Information Systems, 25(1), 267299.Google Scholar
Malone, T. W., & Rockart, J. F. (1993). How will information technology reshape organizations? Computers as coordination technology. In Bradley, S. P., Hausman, J. A., & Nolan, R. L. (eds.), Globalization, technology, and competition: The fusion of computer and telecommunications in the 1990s (pp. 3755). Boston, MA: Harvard Business School Press.Google Scholar
Martins, L. L., Gilson, L. L., & Maynard, M. T. (2004). Virtual teams: What do we know and where do we go from here? Journal of Management, 30(6), 805835.Google Scholar
McLeod, P. L. (1992). An assessment of the experimental literature on electronic support of group work: Results of a meta-analysis. Human-Computer Interaction, 7, 257280.Google Scholar
Nakamura, L. (2009). Digitizing race: Visual cultures of the internet. Visual Studies, 24(1), 9091.Google Scholar
Nayak, N., Bhaskaran, K., & Das, R. (2001). Virtual enterprises: Building blocks for dynamic e-business. In Proceedings of the Workshop on Information Technology for Virtual Enterprises, Goldcoast, Queensland, Australia (pp. 8087). Los Alamitos, CA: IEEE Computer Society.Google Scholar
Niederman, F., & Beise, C. M. (1999). Defining the “virtualness” of groups, teams, and meetings. In Proceedings of the ACM SIGPR Conference on Computer Personnel Research, New Orleans, LA (pp. 1418). New York, NY: Association for Computing Machinery (ACM).Google Scholar
Ono, C., Paulson, B. C., Kanetomo, D., Cutkosky, M., Kim, K., & Petrie, C. J. (2001). Trust-based facilitator for e-partnerships. In Proceedings of the 5th International Conference on Autonomous Agents, Montréal, Canada (pp. 108109). New York, NY: Association for Computing Machinery (ACM).Google Scholar
Overby, E. (2008). Process virtualization theory and the impact of information technology. Organization Science, 19(2), 277291.Google Scholar
Palmer, J. W. (1996). Supporting the virtual organization through information technology in a new venture: The RETEX experience. In Proceedings of the ACM SIGPR/SIGMIS Special Interest Group Annual Conference on Computer Personnel Research, Denver, CO (pp. 223233). New York, NY: Association for Computing Systems (ACM).Google Scholar
Papows, J. (1998). The rapid evolution of collaborative tools: A paradigm shift. Telecommunications, 32(1), 3132.Google Scholar
Paré, G., & Dubé, L. (1999). Virtual teams: An exploratory study of key challenges and strategies. In Proceedings of the 20th International Conference on Information Systems, Charlotte, NC (pp. 479483). Atlanta, GA: Association for Information Systems.Google Scholar
Peterson, R. A. (2001). On the use of college students in social science research: Insights from a second-order meta-analysis. Journal of Consumer Research, 28(3), 450461.Google Scholar
Piccoli, G., & Ives, B. (2000). Virtual teams: Managerial behavior control's impact on team effectiveness. In Proceedings of the 21st International Conference on Information Systems, Brisbane, Australia (pp. 575580). Atlanta, GA: Association for Information Systems.Google Scholar
Piccoli, G., & Ives, B. (2003). Trust and the unintended effects of behavior control in virtual teams. MIS Quarterly, 27(3), 365395.Google Scholar
Picot, A., Assmann, J. J., Korsgaard, M. A., Welpe, I. M., Gallenkamp, J. V., & Wigand, R. T. (2009). A multi-level view of the antecedents and consequences of trust in virtual leaders. In Proceedings of the Fifteenth Americas Conference on Information Systems, San Francisco, CA (pp. 1121). Atlanta, GA: Association of Information Systems.Google Scholar
Picot, A., Reichwald, R., & Wigand, R. (2008). Information, organization and management. Heidelberg: Springer-Verlag.Google Scholar
Raghuram, S., Gamd, R., Wiesenfeld, B., & Gupta, V. (2001). Factors contributing to virtual work adjustment. Journal of Management, 27(3), 383405.Google Scholar
Ratnasingham, P., & Kumar, K. (2000). Trading partner trust in electronic commerce participation. In Proceedings of the 21st International Conference on Information Systems, Brisbane, Australia (pp. 544552). Atlanta, GA: Association for Information Systems.Google Scholar
Reeves, B., Malone, T. W., & O'Driscoll, T. (2008). Leadership's online labs. Harvard Business Review, 86(5), 5966.Google Scholar
Reips, U.-D. (2000). The Web experiment method: Advantages, disadvantages, and solutions. In Birnbaum, M. H. (ed.), Psychological experiments on the Internet (pp. 89117). San Diego, CA: Academic Press.Google Scholar
Ripperger, T. (1998). Oekonomik des Verrauens. Analyse eines Organisationsprinzips. Tübingen: Mohr.Google Scholar
Rittenbruch, M., Kahler, H., & Cremers, A. B. (1998). Supporting cooperation in a virtual organization. In Proceedings of the International Conference on Information Systems, Helsinki, Finland (pp. 3038). Atlanta, GA: Association for Information Systems.Google Scholar
Sarker, S., & Sahay, S. (2003). Understanding virtual team development: An interpretive study. Journal of the Association for Information Systems, 4, 136.Google Scholar
Schmidt, J. B., Montoya-Weiss, M. M., & Massey, A. P. (2001). New product development decision-making effectiveness: Comparing individuals, face-to-face teams, and virtual teams. Decision Sciences, 32(4), 575600.Google Scholar
Shekbar, S. (2016). Managing the reality of virtual organizations. Chennai, TN, India: Springer India.Google Scholar
Sheridan, J. H. (1996). The agile web: A model for the future? Industry Week, March 4, pp. 3135.Google Scholar
Speier, Cheri, & Palmer, Jonathan. (1998). A definition of virtualness. AMCIS 1998 Proceedings (p. 191). Retrieved from: http://aisel.aisnet.org/amcis1998/191 (accessed November 7, 2017).Google Scholar
Sproull, L., & Kiesler, S. (1991). Connections: New ways of working in the networked organization. Cambridge, MA: MIT Press.Google Scholar
Tapscott, D. (1996). The digital economy: Promise and peril in the age of networked intelligence. New York, NY: McGraw-Hill.Google Scholar
Townsend, A. M., DeMarie, S. M., & Hendrickson, A. (1998). Virtual teams: Technology and the workplace of the future. The Academy of Management Executive, 12(3), 1729.Google Scholar
Venkatraman, N., & Henderson, C. (1998). Real strategies for virtual organizing. Sloan Management Review, 40(1), 3348.Google Scholar
Wakefield, R. L., Leidner, D. E., & Garrison, G. (2008). A model of conflict, leadership, and performance in virtual teams. Information Systems Research, 19(4), 434455.Google Scholar
Warkentin, M. E., Sayeed, L., & Hightower, R. (1997). Virtual teams versus face-to-face teams: An exploratory study of a web-based conference systems. Decision Sciences, 28(4), 975996.Google Scholar
Watson-Manheim, M. B., & Bélanger, F. (2007). Communication media repertoires: Dealing with the multiplicity of media choices. MIS Quarterly, 31( 2), 267293.Google Scholar
Webb, E. J., Campbell, D. T., Schwartz, R. D., & Sechrest, L. (1966). Unobtrusive measures: Nonreactive research in the social sciences (p. 237). Chicago, IL: Rand McNally.Google Scholar
Webster, J., & Wong, W. K. P. (2008). Comparing traditional and virtual group forms: Identity, communication and trust in naturally occurring project teams. International Journal of Human Resource Management, 19(1), 4162.Google Scholar
Whittaker, S. (1996). Talking to strangers: An evaluation of the factors affecting electronic collaboration. In Proceedings of the ACM Conference on Computer Supported Cooperative Work (CSCW ’96), Boston, MA (pp. 409418). New York: Association for Computing Machinery (ACM).Google Scholar
Wigand, R. T. (1997) Electronic commerce: Definition, theory and context. The Information Society, 13, 116.Google Scholar
Wigand, R. T., & Imamura, T. (1997). Virtual organization: Enablers and boundaries of an emerging organizational form. In Proceedings of the Americas Conference on Information Systems, Indianapolis, IN (pp. 423425). Atlanta, GA: Association for Information Systems.Google Scholar
Wigand, R. T., Picot, A., & Reichwald, R. (1997). Information, organization and management: Expanding markets and corporate boundaries. Chichester: John Wiley & Sons.Google Scholar
Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 1(4), 338361.Google Scholar
Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, 13(4), 9931018.Google Scholar
Wise, T. P. (2016). Trust in virtual teams. London: Routledge.Google Scholar
Yee, N. (2006). The labor of fun: How video games blur the boundaries of work and play. Games and Culture, 1(1), 6871.Google Scholar
Zhang, D., Lowry, P. B., Zhou, L., & Fu, X. (2007). The impact of individualism: Collectivism, social presence, and group diversity on group decision making under majority influence. Journal of Management Information Systems, 23(4), 5380.Google Scholar

References

Abele, S., & Stasser, G. (2008). Coordination success and interpersonal perceptions: Matching versus mismatching. Journal of Personality and Social Psychology, 95(3), 576592.Google Scholar
Ajzen, I. (2012). Attitudes and persuasion (pp. 367–393). Oxford: Oxford University Press.Google Scholar
Akerlof, G., & Shiller, R. (2009). Animal spirits: How human psychology drives the economy, and why it matters for global capitalism. Princeton, NJ: Princeton University Press.Google Scholar
Anderhub, V., Muller, R., & Schmidt, C. (2001). Design and evaluation of an economic experiment via the Internet. Journal of Economic Behavior and Organization, 46(2), 227247.Google Scholar
Andreoni, J., & Petrie, R. (2008). Beauty, gender and stereotypes: Evidence from laboratory experiments. Journal of Economic Psychology, 29(1), 7393.Google Scholar
Angner, E., & Loewenstein, G. (2006). Behavioral economics. In Handbook of the philosophy of science, Vol. 5. Philadelphia, PA: Elsevier.Google Scholar
Argyle, M., & Dean, J. (1965). Eye contact, distance and affiliation. Sociometry, 28(3), 289304.Google Scholar
Ariely, D., & Norton, M. I. (2007). Psychology and experimental economics: A gap in abstraction. Current Directions in Psychological Science, 16(6), 336339.Google Scholar
Ariely, Dan. (2008). Predictably irrational. New York, NY: HarperCollins.Google Scholar
Atlas, S., & Putterman, L. (2011). Trust among the avatars: A virtual world experiment, with and without textual and visual cues. Southern Economic Association, 78(1), 6386.Google Scholar
Atlas, S.A. (2008). Inductive metanomics: Economic experiments in virtual worlds. Journal of Virtual Worlds Research, 1(1), 115.Google Scholar
Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. Science, 317, 472476.Google Scholar
Barry, B., Fulmer, I. S., & Van Kleef, G. A. (2004). I laughed, I cried, I settled: The role of emotions in negotiations. In Gelfand, M. J, & Brett, J. M. (eds.), The handbook of negotiation and culture (pp. 7194). Stanford, CA: Stanford University Press.Google Scholar
Batson, C. D., & Moran, T. (1999). Empathy-induced altruism in a prisoner's dilemma. European Journal of Social Psychology, 29, 909924.Google Scholar
Bertrand, M., & Mullainathan, S. (2001). Do people mean what they say? Implications for subjective survey data. American Economic Review (Papers and Proceedings), 91(2), 6772.Google Scholar
Bloomfield, Robert J. (2007). Worlds for study: Invitation – virtual worlds for studying real-world business (and law, and politics, and sociology, and….). SSRN eLibrary.Google Scholar
Bonetti, S. (1998). Experimental economics and deception. Journal of Economic Psychology, 19(3), 377395.Google Scholar
Camerer, C. (2003a). Behavioral game theory: Experiments in strategic interaction. Princeton, NJ: Princeton University Press.Google Scholar
Camerer, C. F. (2003b). Behavioral game theory. Princeton, NJ: Princeton University Press.Google Scholar
Camerer, C. F., & Loewenstein, G. (2003). Behavioral economics: Past, present, future. In Camerer, C. F., Loewenstein, G., & Rabin, M. (eds.), Advances in behavioral economics (pp. 351). Princeton, NJ: Princeton University Press.Google Scholar
Camerer, C. F., Loewenstein, G., & Prelec, D. (2005). Neuroeconomics: Why economics needs brains. Scandinavian Journal of Economics, 106(3), 555579.Google Scholar
Carpenter, J. P., Harrison, G. W., & List, J. A. (2005). Field experiments in economics: An introduction. In Carpenter, J. P., Harrison, G. W., & List, J. A. (eds.), Field experiments in economics (pp. 115). Philadelphia, PA: Elsevier.Google Scholar
Castronova, E. (2001). Virtual worlds: A first-hand account of market and society on the cyberian frontier. Gruter Institute Working Papers on Law, Economics, and Evolutionary Biology. Berkeley Electronic Press.Google Scholar
Castronova, E., Bell, M. W., Cornell, R., et al. (2009). A test of the law of demand in a virtual world: Exploring the petri dish approach to social science. International Journal of Gaming and Computer-Mediated Simulations, 1(2), 116.Google Scholar
Chaiken, S., & Trope, Y. (1999). Dual-process theories in social psychology. New York, NY: Guilford Press.Google Scholar
Chandon, P., Morwitz, V. G., & Reinartz, W. J. (2005). Do intentions really predict behavior? Self-generated validity effects in survey research. Journal of Marketing, 69(2), 114.Google Scholar
Chesney, T., Coyne, I., Logan, B., & Madden, N. (2009a). Griefing in virtual worlds: causes, casualties and coping strategies. Information Systems Journal, 19(6), 525548.Google Scholar
Chesney, T., Chuah, S.H., & Hoffmann, R. (2009b). Virtual trust: An experimental approach. International Centre for Behavioural Business Research Working Papers.Google Scholar
Chesney, T., Chuah, S. H., & Hoffmann, R. (2009c). Virtual world experimentation: An exploratory study. Journal of Economic Behavior and Organization, 72(1), 618635.Google Scholar
Chesney, T., Chuah, S. H., Hoffmann, R., & Larner, J. (2014a). Determinants of friendship in social networking virtual worlds. Communications of the Association for Information Systems, 34(72), 13791416.Google Scholar
Chesney, T., Chuah, S. H., Hoffmann, R., Hui, W., & Larner, J. (2014b). Skilled players cooperate less in multi-player games. Journal of Gaming and Virtual Worlds, 6(1), 2131.Google Scholar
Chesney, T., Chuah, S. H., Hoffmann, R., Hui, W., & Larner, J. (2014c). A study of gamer experience and virtual world behaviour. Interacting with Computers, 26(1), 111.Google Scholar
Chesney, T., Chuah, S. H., Hoffmann, R., Hui, W., & Larner, J. (2015). How user personality and social value orientation influence avatar mediated friendship. Information Technology & People, forthcoming.Google Scholar
Chesney, T., Chuah, S. H., Dobele, A., & Hoffmann, R. (2016a). Avatars: Combining the benefits of e-commerce with the benefits of brick-and-mortar retails spaces. Unpublished manuscript.Google Scholar
Chesney, T., Chuah, S. H., Hoffmann, R., & Larner, J. (2016b). Social identity and socialisation in cross-national negotiation. Unpublished manuscript.Google Scholar
Chuah, S. H., Hoffmann, R., & Larner, J. (2013). Elicitation effects in a multistage bargaining experiment. Experimental Economics, 17, 335345.Google Scholar
Chuah, S. H., Hoffmann, R., & Larner, J. (2014). Chinese values and negotiation behaviour: A bargaining experiment. International Business Review, 23, 12031211.Google Scholar
Cialdini, . (1988). Influence: Science and practice. Glenview, IL: Scott, Foresman and Co.Google Scholar
Cragan, J. F., & Wright, D. W. (1980). Small group communication research of the 1970's: A synthesis and critique. Central States Speech Journal, 31(3), 197213.Google Scholar
Croson, R. (2005). The method of experimental economics. International Negotiation, 10, 131148.Google Scholar
Croson, R., & Gӓchter, S. (2010). The science of experimental economics. Journal of Economic Behavior & Organization, 73, 122131.Google Scholar
Crump, M. J. C., McDonnell, J. V., & Gureckis, T. M. (2013). Evaluating Amazon's mechanical Turk as a tool for experimental behavioral research. PLoS ONE, 8(3), 118.Google Scholar
Cunningham, W. A., Preacher, K. J., & Banaji, M. R. (2001). Implicit attitude measures: Consistency, stability, and convergent validity. Psychological Science, 12(2), 163170.Google Scholar
De Sousa, Y. F., & Munro, A. (2012). Truck, Barter and exchange versus the endowment effect: Virtual field experiments in an online game environment. Journal of Economic Psychology, 33(3), 482493.Google Scholar
Dieterle, E., & Murray, J. (2010). Virtual environment real user study (VERUS): Design and methodological considerations and implications. Journal ofApplied Learning Technology, 1(1), 1925.Google Scholar
Duffy, J. (2006). Agent-based models and human subject experiments. In Tesfatsion, L. & Judd, K. L. (eds.), Handbook of computational economics, Vol. 2. Philadelphia, PA: Elsevier.Google Scholar
Duffy, J. (2011). Trust in second life. Southern Economic Journal, 78(1), 5362.Google Scholar
Eckel, C. C., & Grossman, P. J. (1996). Altruism in anonymous dictator games. Games and Economic Behavior, 16, 181191.Google Scholar
Eckel, C. C., & Wilson, R. K. (2004). Is trust a risky decision? Journal of Economic Behavior and Organization, 55, 447465.Google Scholar
Fiedler, M. (2009). Cooperation in virtual worlds. Schmalenbach Business Review, 61, 173194.Google Scholar
Fiedler, M. (2011). Experience and confidence in an internet-based asset market experiment. Southern Economic Journal, 78(1), 3052.Google Scholar
Fiedler, M., & Haruvy, E. (2009). The lab versus the virtual lab and virtual field: An experimental investigation of trust games with communication. Journal of Economic Behavior and Organization, 72, 716724.Google Scholar
Fiedler, M., Haruvy, E., & Li, S. X. (2011). Social distance in a virtual world experiment. Games and Economic Behavior, 72, 400426.Google Scholar
Fiore, S. M., Harrison, G. W., Hughes, C. E., & Rutström, E. E. (2008). Virtual experiments and environmental policy. Journal of Environmental Economics and Management, 57, 6586.Google Scholar
Fischbacher, Urs. (2007). z-Tree: Zurich toolbox for ready-made economic experiments. Experimental Economics, 10(2), 171178.Google Scholar
Fisher, R. J. J. (1993). Social desirability bias and the validity of indirect questioning. Journal of Consumer Research, 20(2), 303315.Google Scholar
Foster, F. D., & Warren, G. J. (2016). Interviews with institutional investors: The how and why of active investing. Journal of Behavioral Finance, forthcoming.Google Scholar
Füllbrunn, K., Richwien, K., & Sadrieh, A. (2011). Trust and trustworthiness in anonymous virtual worlds. Journal of Media Economics, 24(1), 4863.Google Scholar
Greiner, B., Caravella, M., & Roth, A. E. (2014). Is avatar-to-avatar communication as effective as face-to-face communication? An ultimatum game experiment in first and second life. Journal of Economic Behavior and Organization, 108, 374382.Google Scholar
Guala, F. (2005). The methodology of experimental economics. Cambridge: Cambridge University Press.Google Scholar
Harrison, G. W., & List, J. A. (2004). Field experiments. Journal of Economic Literature, 42(4), 10091055.Google Scholar
Harrison, G. W., Haruvy, E., & Rutström, E. E. (2011). Remarks on virtual world and virtual reality experiments. Southern Economic Journal, 78(1), 8794.Google Scholar
Henrich, J., Boyd, R., Bowles, S., et al. (2001). In search of Homo economicus: Experiments in 15 small-scale societies. AEA Papers and Proceedings, 91(2), 7379.Google Scholar
Henrich, J., Boyd, R., Bowles, S., Camerer, C., Fehr, E., & Gintis, H. (eds). 2004. Foundations of human sociality: Economic experiments and ethnographic evidence from fifteen small-scale societies. Oxford: Oxford University Press.Google Scholar
Henrich, J., Heine, S. J., & Norenzayan, A. (2010). The weirdest people in the world? Behavioral and Brain Sciences, 33(2–3), 61135.Google Scholar
Hertwig, R., & Ortmann, A. (2001). Experimental practices in economics: A methodological challenge for psychologists? Behavioral and Brain Sciences, 24(03), 383403.Google Scholar
Hoffmann, R. (2008). The cognitive origins of social stratification. Computational Economics, 28(3), 233249.Google Scholar
Holt, C. A., & Laury, S. K. (2002). Risk aversion and incentive effects. American Economic Review, 92(5), 16441655.Google Scholar
Horton, J. J., Rand, D. G., & Zeckhauser, R. J. (2008). The online laboratory: Conducting experiments in a real labor market. Experimental Economics, 14(399–425).Google Scholar
Jamison, J., Karlan, D., & Schechter, L. (2008). To deceive or not to deceive: The effect of deception on behavior in future laboratory experiments. Journal of Economic Behavior and Organization, 68(3–4), 477488.Google Scholar
Jiménez-Buedo, M., & Miller, L. M. (2010). Why a trade-off? The relationship between the external and internal validity of experiment. Theoria, 69, 301321.Google Scholar
Kagel, J. H., & Roth, A. E. (1995). The handbook of experimental economics. Princeton, NJ: Princeton University Press.Google Scholar
Kahneman, D. (2011). Thinking, fast and slow. New York, NY: Farrar, Straus and Giroux.Google Scholar
Kahneman, D., Knetsch, J. L., & Thaler, R. H. (1991). Anomalies: The endowment effect, loss aversion, and status quo bias. Journal of Economic Perspectives, 115(1), 193206.Google Scholar
Kimball, M. (2015). Cognitive economics. The Japanese Economic Review, 66(2), 167181.Google Scholar
Laibson, D., & List, J. A. (2015). Behavioural economics in the classroom: Principles of (behavioral) economics. American Economic Review: Papers & Proceedings, 105(5), 385390.Google Scholar
Lazear, E. P. (2000). Economic imperialism. Quarterly Journal of Economics, 115(1).Google Scholar
Ledyard, J. O. (1995). Public goods: A survey of experimental research. In Kagel, J. H. & Roth, A. E. (eds.), The handbook of experimental economics (pp. 111194). Princeton, NJ: Princeton University Press.Google Scholar
List, J. A., & Reiley, D. (2008). Field experiments. In Durlauf, S. N. & Blume, L. E. (eds.), The new Palgrave dictionary of economics and the law, 2nd edn. Basingstoke: Palgrave.Google Scholar
Loewenstein, G. (1999). Experimental economics from the vantage-point of behavioural economics. The Economic Journal, 109, F25F34.Google Scholar
Lübbe, I., & Bolle, F. (2011). Who helps whom? Risk taking and solidarity in a virtual world experiment. European University Viadrina Department of Business Administration and Economics Discussion Paper.Google Scholar
Mehta, J., Starmer, C., & Sugden, R. (1994). The nature of salience: An experimental investigation of pure coordination games. American Economic Review, 84(3), 658673.Google Scholar
Mennecke, B., Konsynski, B., Townsend, A., Bray, D., Lester, J., Roche, E., & Rowe, M. (2007). Second Life and other virtual worlds: A roadmap for Research. In: ICIS 2007 Proceedings. Paper 4.Google Scholar
Mishra, R. C. (2001). Cognition across cultures. In Matsumoto, D. (ed.), The handbook of culture and psychology (pp. 119136). New York, NY: Oxford University Press.Google Scholar
Mullainathan, S., & Thaler, R. H. (2000). Behavioral economics. NBER Working Paper, 7948.Google Scholar
Nicklisch, A., & Salz, T. (2008). Reciprocity and status in a virtual field experiment. Max Planck Institute for Research on Collective Goods.Google Scholar
Nisbett, R. (2003). The geography of thought: How Asians and Westerners think differently…and why. London: The Free Press.Google Scholar
O'Keefe, D. J. (2002). Persuasion: Theory and research. Thousand Oaks, CA: SAGE.Google Scholar
Orbell, J. M., van de Kragt, A. J. C., & Dawes, R. M. (1988). Explaining discussion-induced cooperation. Journal of Personality and Social Psychology, 54(5), 811819.Google Scholar
Ortmann, A. (2005). Field experiments in economics: Some methodological caveats. In Carpenter, J. P., Harrison, G. W., & List, J. A. (eds.), Field experiments in economics (pp. 5170). Philadelphia, PA: Elsevier.Google Scholar
Ortmann, A., & Hertwig, R. (2002). The costs of deception: Evidence from psychology. Experimental Economics, 5, 111131.Google Scholar
Ostrom, E., Gardner, R., & Walker, J. (1994). Rules, games and common-pool resources. Ann Arbor, MI University of Michigan Press.Google Scholar
Rabin, M. (1993). Incorporating fairness into game theory and economics. American Economic Review, 83(5), 12811302.Google Scholar
Rai, T. S., & Fiske, A. (2010). ODD (observation- and description-deprived) psychological research. Behavioral and Brain Sciences, 33(2–3), 106107.Google Scholar
Reips, U. D., & Krantz, J. H. (2010). Conducting true experiments on the web. In Gosling, S. & Johnson, J. (eds.), Advanced methods for conducting online behavioral research (pp. 193216). Washington, DC: American Psychological Association.Google Scholar
Reis, H. T., & Gosling, S. D. (2010). Social psychological methods outside the laboratory. In Fiske, S. T., Gilbert, D. T., & Lindzey, G. (eds.), Handbook of social psychology, 5th edn., Vol. 1 (pp. 82–114). Hoboken, NJ: John Wiley & Sons.Google Scholar
Roth, A. E. (1995). Bargaining Experiments. In Kagel, J. H., & Roth, A. E. (eds.), The handbook of experimental economics (pp. 253348). Princeton, NJ: Princeton University Press.Google Scholar
Sally, D. (1995). Conversation and cooperation in social dilemmas: A meta-analysis of experiments from 1958 to 1992. Rationality and Society, 7, 5892.Google Scholar
Schelling, T. (1960). The strategy of conflict. Cambridge, MA: Harvard University Press.Google Scholar
Schwarz, N. (2007). Attitude construction: Evaluation in context. Social Cognition, 25(5), 638656.Google Scholar
Shweder, R. A. (2010). Donald Campbell's doubt: Cultural difference or failure of communication? Behavioral and Brain Sciences, 33(2–3), 109110.Google Scholar
Sloman, S. A. (1996). The empirical case for two systems of reasoning. Psychological Bulletin, 119(1), 322.Google Scholar
Smith, V. L. (1982). Microeconomic systems as an experimental science. The American Economic Review, 72(5), 923955.Google Scholar
Spann, M., Hinz, O., Hann, I. H., & Skiera, B. (2010). Decision making in virtual worlds: An experimental test of altruism, fairness and presence. In European Conference on Information Systems.Google Scholar
Sprecher, S. (1998). Insiders’ perspectives on reasons for attraction to a close other. Social Psychology Quarterly, 61(4), 287300.Google Scholar
Thaler, R. H., & Sunstein, C. R. (2008). Nudge: Improving decisions about health, wealth, and happiness. New Haven, CT: Yale University Press.Google Scholar
Twieg, P. B., & McCabe, K. A. (2014). The determinants of territorial property rights in a spatial commons experiment. GMU Working Paper No. 14–40.Google Scholar
Weber, R., & Dawes, R. M. (2005). Behavioral economics. The handbook of economic sociology (pp. 90108). New York, NY: Russell Sage Foundation.Google Scholar
Weber, R. A., & Camerer, C. F. (2006). “Behavioral experiments” in economics. Experimental Economics, 9, 187192.Google Scholar
Wheelan, S. A. (2005). The handbook of group research and practice. Thousand Oaks, CA: SAGE.Google Scholar
Yee, N. (2006). The demographics, motivations and derived experiences of users of massively-multiuser online graphical environments. Presence: Teleoperators & Virtual Environments, 15, 309329.Google Scholar
Zajonc, R. B. (1965). Social facilitation. Science, 149(3681), 269274.Google Scholar

Save book to Kindle

To save this book to your Kindle, first ensure [email protected] is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

Available formats
×