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Article
Publication date: 5 July 2011

Oliver Rack, Thomas Ellwart, Guido Hertel and Udo Konradt

The purpose of this paper is to compare effects of different monetary team‐based reward strategies on performance, pay satisfaction, and communication behavior in computer‐mediated

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Abstract

Purpose

The purpose of this paper is to compare effects of different monetary team‐based reward strategies on performance, pay satisfaction, and communication behavior in computer‐mediated groups.

Design/methodology/approach

In a laboratory experiment, 32 groups of undergraduate students, each consisting of three individuals, interacted electronically and performed a consensus‐reaching task. Team‐based incentives were distributed either equally (each team member received an equal share) or equitably (each team member's share depended on her/his individual contribution). A control group received no team‐based (or other) incentives.

Findings

Hierarchical multilevel analyses revealed that both types of team‐based rewards increased team members' motivation and pay satisfaction compared to the control condition. Moreover, the effects of team‐based rewards on performance were moderated by group members' assertiveness. In addition, team‐based rewards lead to more cooperative and task‐oriented communication in the computer‐mediated groups. Finally, equally divided rewards led to higher pay satisfaction on average than equitably divided incentives.

Originality/value

On a research level, this study shows that team‐based rewards have positive effects not only on performance but also on communication behavior in computer‐mediated groups. As a practical implication, reward effects should be considered cautiously as they might be influenced by team members’ personality. Moreover, whereas no major differences were found between equity and equality principles in terms of performance, the latter seems to be preferable when satisfaction is a major issue in virtual teams.

Details

Journal of Managerial Psychology, vol. 26 no. 5
Type: Research Article
ISSN: 0268-3946

Keywords

Article
Publication date: 2 August 2021

Michael Santucci

This paper aims to describe an integration of the media naturalness theory, the continuum model of impression formation and the social identity model of deindividuation effects…

Abstract

Purpose

This paper aims to describe an integration of the media naturalness theory, the continuum model of impression formation and the social identity model of deindividuation effects. The goal is to determine the compatibility of the central tenets and propositions of the two theories and reconcile their effects under a unified model that can be used to explain and predict changes in perceptions, attitudes and behaviors arising in computer-mediated interaction.

Design/methodology/approach

A review of the literature was used to determine whether the two theories were compatible. The reconciliation comes by way of a third theory, the motivated tactician theory, which focuses on the effects of cognitive effort on schema use, particularly on those schemas used in social categorization processes.

Findings

It was determined that the two models of focus could be combined via the tenets of the third. The combined model is expected to provide explanatory and predictive capabilities that exceed those of the individual theories and should prove to be relevant in the study of computed-supported collaboration, in the design of collaborative environments and in the analysis of individual and group behaviors in computer-mediated communication.

Research limitations/implications

The current effort describes the main effects derived from the integration and offers four propositions that describe moderating factors that are derived from each of the three theories. The main effects must be tested and validated and, given support, must be extended to determine the validity of the moderating effects predicted by the propositions. Additionally, media naturalness theory is a relatively recent addition to theories of technology and so needs further empirical support for its propositions. As to the behavioral implications, the social identity model of deindividuation effects has yet to be tested with the specific intention of discovering how media characteristics affect self-concept.

Practical implications

The model can be used to inform information system designs that favor desirable behavioral outcomes or to prevent undesirable effects from occurring. For example, emphasis can place on media attributes and system features that individuate decision-makers within group decision support environments when consensus is a primary goal as a means to avoid group thinks and polarization. Conversely, attributes and features that are supportive of social categorization processes and deindividuation effects might be used to emphasize group membership, shared effort and to minimize social loafing or the frequency and intensity of inappropriate disparagement of ideas and contributions.

Social implications

The combined model is principally useful in explaining and predicting human behavior in relation to computer-supported collaborative work such as distributed workgroups and online learning environments. For example, the explanatory elements of the combined theory can be used by managers as a diagnostic tool in problem situations within virtual teams. A specific instance would be to determine why a change to existing systems created a change in work habits. In a more proactive move, managers might use the predicted social categorization effects and subsequent depersonalization, to instill a group identity in an otherwise diverse workgroup.

Originality/value

The combined model is expected to provide explanatory and predictive capabilities that exceed those of the individual theories and should prove to be relevant in the study of computed-supported collaboration, in the design of collaborative environments and in the analysis of individual and group behaviors in computer-mediated communication.

Details

Team Performance Management: An International Journal, vol. 27 no. 5/6
Type: Research Article
ISSN: 1352-7592

Keywords

Book part
Publication date: 5 November 2021

Kevin Wright

This chapter explores communication processes within online support groups. Online support group researchers have drawn upon a variety of theories in the decades of empirical…

Abstract

This chapter explores communication processes within online support groups. Online support group researchers have drawn upon a variety of theories in the decades of empirical research that has been conducted within this context. The chapter focuses on motivations for using online support groups, key theoretical frameworks that have been applied to the study of online support groups, supportive messages and communication processes within these groups, and the relationship between social support and health outcomes for online support group participants. The chapter concludes with several key limitations of previous work as well as a number of areas for theory development and future research studies.

Details

The Emerald Handbook of Group and Team Communication Research
Type: Book
ISBN: 978-1-80043-501-8

Keywords

Article
Publication date: 17 August 2012

Joel Olson and Linda Olson

This study aims to examine the impact of task interdependence, communication medium, and sequence of conditions on trust in virtual teams.

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Abstract

Purpose

This study aims to examine the impact of task interdependence, communication medium, and sequence of conditions on trust in virtual teams.

Design/methodology/approach

A pilot experiment was conducted using 22 subjects in eight groups with a mixed 2×2 design. A within‐groups method with repeated measures was used to explore time pressure and task complexity, communication medium and individual perceptions of trust. A between‐groups method was used for sequence of conditions. The four study conditions were: a simple task in a face‐to‐face condition; a complex task in a face‐to‐face condition; a simple task in a computer‐mediated condition; and a complex task in a computer‐mediated condition. Groups were randomly assigned to a starting condition. Each group was rotated through all the conditions. Following each condition, subjects completed the modified Jarvenpaa‐Knoll‐Leidner trust measure assessing their individual perception of trust for that condition.

Findings

Significant effects were found on the relationships between the communication medium and condition sequences of task interdependence and communication medium on individual perceptions of trust. No significant effects were found on the relationship of task interdependence and individual perceptions of trust.

Research limitations/implications

The sample size makes the study more descriptive than inferential.

Originality/value

This study intends to add to the trust literature by examining the impact of task interdependence, communication medium, and sequence of conditions on trust in virtual teams. Its primary contribution is the sequence of conditions on trust. The trust affect of condition sequence is linked to task interdependence, communication predictability, and adpative structuration theory.

Details

Team Performance Management: An International Journal, vol. 18 no. 5/6
Type: Research Article
ISSN: 1352-7592

Keywords

Book part
Publication date: 1 January 2000

Andrea B. Hollingshead

Most interpersonal or group communication via the Internet involves people who are not co-present and are not interacting at the same time. Typically, messages contain only text…

Abstract

Most interpersonal or group communication via the Internet involves people who are not co-present and are not interacting at the same time. Typically, messages contain only text and graphics. This means that people cannot use tone of voice or nonverbal signals to judge the accuracy of messages or, in some cases, even to know the other's true identity. These features of computer-mediated interaction may have dramatic effects on the ways people communicate and how they make judgments about whether the messages of other group members are truthful or deceptive. However, little research has examined truth telling and lying in computer-mediated interaction or in groups larger than two. This chapter investigates how computer-mediated communication affects the composition, transmission, and detection of truthful and deceptive messages.

Details

Research on Managing Groups and Teams
Type: Book
ISBN: 978-1-84950-052-4

Article
Publication date: 1 April 2005

João Pissarra and Jorge C. Jesuino

Brainstorming is a well‐known group process for generating new ideas and stimulating creativity. Important as well as robust findings have been achieved in determining which…

2766

Abstract

Purpose

Brainstorming is a well‐known group process for generating new ideas and stimulating creativity. Important as well as robust findings have been achieved in determining which factors contribute most to facilitating or hindering the group's ideas productivity. Research aimed at comparing face‐to‐face (FTF) with computer‐mediated communication (CMC) led to the conclusion that this latter shared with the nominal group technique the advantages of avoiding either the blocking effect or the identification of the source. More recently, attention has turned to the possible effects of group support system (GSS) in the mediating cognitive processes of generating new ideas. The present study aims to examine the effects of the type of tool and of the anonymity condition on the quality, quantity and diversity of the generated ideas, as well as on group members' satisfaction.

Design/methodology/approach

Uses a 2 × 2 factorial design combining two different GSS tools (topic commenter vs EBS) with anonymity versus non‐anonymity.

Findings

It was found that anonymity generated more satisfaction among the group members. A marginal effect on satisfaction was also found to be related with the type of tools. Contrary to expectations, the EBS tool was not found to generate greater diversity of ideas. An interesting finding not anticipated was the impact of technology on the flow of ideas and on the emergence of new conceptual categories, probably due to alternative strategies of task structuring.

Research limitations/implications

The use of students as subjects, and the running of the experimental work in a scholarly context, could have contributed to the elimination of fears and to freeing the participants from any inhibition in the anonymity conditions. Within an organisational context with higher social stratification, such anonymous procedures could have significant outcomes. Future research will have to examine whether this effect is relevant to other types of topics and other populations. Another aspect that it is important to re‐examine is the effect of anonymity on the emergence of minority ideas, which could stimulate innovation.

Practical implications

The type and characteristics of tools were shown to be a decisive factor in the participants' satisfaction, in the communication process and in the idea generation and clustering processes. Although tenuous, this set of data could mean that the characteristics of the tools interfere with the cognitive mechanisms present in the brainstorming technique.

Originality/value

Examines the effect of the technology and anonymity in ideas generation within a group context on the satisfaction of the participants.

Details

Journal of Managerial Psychology, vol. 20 no. 3/4
Type: Research Article
ISSN: 0268-3946

Keywords

Article
Publication date: 1 February 2000

Jill M. Purdy, Pete Nye and P.V. (Sundar) Balakrishnan

Our need to understand the impact of communication media on negotiation is growing as technological advances offer negotiators more communication options. As access to…

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Abstract

Our need to understand the impact of communication media on negotiation is growing as technological advances offer negotiators more communication options. As access to technologies such as computer chat and videoconferencing increases, negotiators are choosing to use or to avoid these media without knowing the impact of their choices on negotiations. This research assesses objective and subjective negotiation outcomes, such as profit and outcome satisfaction, across four communication media with varying levels of media richness (face‐to‐face, videoconference, telephone, and computer‐mediated communication). A conceptual framework is offered to illustrate how media richness impacts objective and subjective outcomes. Results suggest that media richness affects required bargaining time, outcome satisfaction and the desire for future negotiation interaction. Thus, the communication media for negotiations should be chosen with care.

Details

International Journal of Conflict Management, vol. 11 no. 2
Type: Research Article
ISSN: 1044-4068

Article
Publication date: 1 August 2005

Roman Shtykh, Guozhen Zhang and Qun Jin

In this study, we propose and develop an opensource groupware system called NetIsle. NetIsle is a general purpose groupware system for uniform open groups that integrate a number…

Abstract

In this study, we propose and develop an opensource groupware system called NetIsle. NetIsle is a general purpose groupware system for uniform open groups that integrate a number of tools for online collaboration to ensure fast information exchange and sharing, increase the productivity of working groups, and reduce maintenance and administration costs. The main technologies used for the construction of the system are peer‐to‐peer (P2P) and push, which are best fitted to those principles and beliefs we build our system upon.

Details

International Journal of Pervasive Computing and Communications, vol. 1 no. 3
Type: Research Article
ISSN: 1742-7371

Keywords

Article
Publication date: 1 May 2006

Bolanle A. Olaniran

The increased pressure to incorporate communication technologies into learning environments has intensified the attention given to the role of computer‐mediated communication…

1007

Abstract

Purpose

The increased pressure to incorporate communication technologies into learning environments has intensified the attention given to the role of computer‐mediated communication (CMC) in academic settings. However, the issue of how and why these technologies, especially synchronous CMC applications, has been given less attention in pedagogical literature. This paper aims to address this problem.

Design/methodology/approach

The paper provides issues for consideration in the deployment of synchronous CMC in educational settings.

Findings

Shows that there are differences in asynchronous and synchronous CMC with related issues of productivity of student learning and control.

Originality/value

This paper outlines advantages and disadvantages of using synchronous CMC in education while offering practical guides.

Details

Campus-Wide Information Systems, vol. 23 no. 3
Type: Research Article
ISSN: 1065-0741

Keywords

Article
Publication date: 31 May 2019

Chih-Huei Ko, Sou-Chin Wu and Chien-Yu Chen

Numerous studies have examined individual attitudes and behaviors in both face-to-face (FTF) communication and computer-mediated communication (CMC). However, little research has…

Abstract

Purpose

Numerous studies have examined individual attitudes and behaviors in both face-to-face (FTF) communication and computer-mediated communication (CMC). However, little research has focused on differences between FTF communication and CMC with respect to idea generation for new product development or on the role of their individual characteristics. Thus, the purpose of this study is to examine the influences of FTF, CMC and brand knowledge on idea generation.

Design/methodology/approach

This study conducted a 4 × 2 quasi-experimental design to examine the effects of four types of interactive groups (low and high level of FTF × low and high level of CMC) and brand knowledge (low and high) on novel and practical idea generation. Data from168 members of the Mondeo Motor Club in Taiwan were assessed.

Findings

Participants with more FTF interaction were more likely to generate novelty ideas than practicality ideas. In addition, participants with high brand knowledge produced more novel and practical ideas compared with participants with low brand knowledge. However, the empirical findings did not support the moderating role of brand knowledge in the relationship between interactive behaviors and idea generations.

Research limitations/implications

The results of this study are relevant for facilitating the “novelty” and “practicality” ideas in virtual brand communities. However, this research examined a single community, which may limit the generalizability of its results to other virtual communities.

Originality/value

Few studies have focused on online idea generation from a consumer-to-consumer (C2C) interaction perspective. The results of this study can assist marketers to understand how C2C interactive behaviors differentiate the “novelty” and “practicality” ideas.

Details

International Journal of Innovation Science, vol. 11 no. 3
Type: Research Article
ISSN: 1757-2223

Keywords

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