Skip to main content

Virtual Worlds for Virtual Organizing

  • Chapter
  • First Online:
Online Worlds: Convergence of the Real and the Virtual

Part of the book series: Human-Computer Interaction Series ((HCIS))

  • 1986 Accesses

Abstract

The members and resources of a virtual organization are dispersed across time and space, yet they function as a coherent entity through the use of technologies, networks, and alliances. As virtual organizations proliferate and become increasingly important in society, many may exploit the technical architecture s of virtual worlds, which are the confluence of computer-mediated communication, telepresence, and virtual reality originally created for gaming. A brief socio-technical history describes their early origins and the waves of progress followed by stasis that brought us to the current period of renewed enthusiasm. Examination of contemporary examples demonstrates how three genres of virtual worlds have enabled new arenas for virtual organizing: developer-defined closed worlds, user-modifiable quasi-open worlds, and user-generated open worlds. Among expected future trends are an increase in collaboration born virtually rather than imported from existing organizations, a tension between high-fidelity recreations of the physical world and hyper-stylized imaginations of fantasy worlds, and the growth of specialized worlds optimized for particular sectors, companies, or cultures.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    http://www.crg.cs.nott.ac.uk/research/systems/MASSIVE/

  2. 2.

    http://www.sics.se/dive

  3. 3.

    SLUnionisland.org

References

  • Achterbosch, L., Pierce, R., & Simmons, G. (2008). Massively multiplayer online role-playing games: The past, present, and future. ACM Computers in Entertainment, 5(4): article 9.

    Google Scholar 

  • Balkin, J., & Noveck, B. (eds). (2006). The state of play: Law and virtual worlds. New York: New York University Press.

    Google Scholar 

  • Bartle, R. (2006). Designing virtual worlds. New York: New Riders Publishing.

    Google Scholar 

  • Benkler, Y. (1992). Coase’s Pengion, or, Linux and the nature of the firm. The Yale Law Journal, 112, 369-446.

    Article  Google Scholar 

  • Biocca, F. (1992). Communication within virtual reality: Crating a space for research. Journal of Communication, 42, 5-22.

    Article  Google Scholar 

  • Bleecker, S. E. (1994, March-April). The virtual organization. The Futurist, 28, 9-12.

    Google Scholar 

  • Bompbard, P. (2007). Gospel 2.0: Jesuits move into Second Life. Financial Times, July 26. Last retrieved May 1, 2009, (http://www.ft.com/cms/s/0/ceae9c60-3ba8-11dc-8002-0000779fd2ac.html?nclick_check = 1)

  • Cajvaneanu, D. (2007). Virtual worlds: A political incubator. ACM SIGMIS Database, 38, 104-105.

    Article  Google Scholar 

  • Cohill, A. M., & Kavanaugh, A. L. (eds). (2000). Community networks: Lessons from Blacksburg, Virginia. Norwood, MA: Artech House.

    Google Scholar 

  • Correll, S. (1995). The ethnography of an electronic bar: The lesbian cafe. Journal of Contemporary Ethnography, 24, 270-298.

    Article  Google Scholar 

  • Coyle, J., & Schnarr, N. (1995). The soft-side challenges of the virtual corporation. Human Resource Planning, 18, 41-42.

    Google Scholar 

  • Crane, D. (1972). Invisible colleges: Diffusion of knowledge in scientific communities. Chicago, IL: University of Chicago Press.

    Google Scholar 

  • Cummings, J., Finholt, T., Foster, I., Kesselman, C., Lawrence, K., & Rhoten, D. (2008). Beyond being there: A blueprint for advancing the design, development, and evaluation of virtual organizations. Arlington, VA: National Science Foundation.

    Google Scholar 

  • Damer, B., Gold, S., de Bruin, J., & de Bruin, D.-J. (2000). Conferences and trade shows in inhabited virtual worlds: A case study of Avatars 98 & 99. In J.-C. Heudin (Ed.), Virtual worlds: Proceedings from Second International Conference. Paris: Springer.

    Google Scholar 

  • Davidow, W., & Malone, M. (1992). The virtual corporation: Structuring and revitalizing the corporation for the 21st century. New York: Harper.

    Google Scholar 

  • Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. (2007). The life and death of online gaming communities: A look at guilds in World of Warcraft. In Proceedings from 25th Annual ACM Conference on Human Factors in Computing Systems (pp. 839-848). San Jose, CA: ACM Press.

    Google Scholar 

  • Ellis, J., Luther, K., Bessiere, K., & Kellogg, W. A. (2008). Games for virtual team building. In Proceedings of ACM DIS 2008 Conference on Designing Interactive System (pp. 295-304). Cape Town, South Africa: ACM Press.

    Google Scholar 

  • Gaver, W., Moran, T., MacLean, A., Lövstrand, L., Dourish, P., Carter, K., & Buxton, W. (1992). Realizing a video environment: EuroPARC’s RAVE system. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 27-35). Monterey, CA: ACM Press.

    Google Scholar 

  • Giuliano, V. (1982). The mechanization of office work. Scientific American, 247, 148-164.

    Article  Google Scholar 

  • Greenhalgh, C., & Benford, S. (1995). MASSIVE: A distributed virtual reality system incorporating spatial trading. In Proceedings of the IEEE 15th International Conference on Distributed Computing Systems (DCS’95), Vancouver, Canada, May 30-June 2.

    Google Scholar 

  • Grenier, R., & Metes, G. (1995). Going virtual: Moving your organization into the 21st century. Upper Saddle River, NJ: Prentice Hall.

    Google Scholar 

  • Hedberg, B. B., & Dahlgren, G. (1997). Virtual organizations and beyond discover imaginary systems. New York: Wiley.

    Google Scholar 

  • Hollan, J., & Stornetta, S. (1992). Beyond being there. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 119-125). Monterey, CA: ACM Press.

    Google Scholar 

  • Isaacs, E. A. (1998). Microcosm: Support for virtual communities via an on-line graphical environment. In Proceedings of the Conference on Computer-Human Interaction (CHI)’98 (pp. 5-6). Los Angeles, CA: ACM Press.

    Google Scholar 

  • Jakobsson, M. (2003). A virtual realist primer to virtual world design. In P. Ehn & J. Löwgren (Eds.), Searching voices - towards a canon for interaction design. Studies in Arts and Communication #01. Malmö, Sweden: Malmö University Press.

    Google Scholar 

  • Kim, J. Y., Allen, J. P., & Lee, E. (2008). Alternate reality gaming. In Communications of the ACM (pp. 36-42). New York: ACM Press.

    Google Scholar 

  • Kobayashi, M., & Ishii, H. (1993). ClearBoard: A novel shared drawing medium that supports gaze awareness in remote collaboration. In IEICE Transactions on Communications, Institute of Electronics (Vol. E76-B, pp. 609-617). Tokyo: Information and Communication Engineers of Japan (IEICE).

    Google Scholar 

  • Lakhani, K., & Panetta, J. (2007). The principles of distributed innovation. Innovations, 2, 97-112.

    Article  Google Scholar 

  • Lipnack, J., & Stamps, J. (1997). Virtual teams: Working across space, time, and organizations. New York: Wiley.

    Google Scholar 

  • Mackay, W. (1999). Media spaces: Environments for informal multimedia interaction. In X. Beaudouin-Lafon (Ed.), Computer-supported co-operative work, trends in software series (pp. 55-82). New York: Wiley.

    Google Scholar 

  • McCarthy, C. (2009). Second Life cracks whip on adult content. CNet News, April 21. Last retrieved May 1, 2009, (http://news.cnet.com/the-social/?keyword = virtual + worlds)

  • Morningstar, C., & Farmer, F. R. (1991). The lessons of Lucasfilm’s habitat. In M. Benedikt (Ed.), Cyberspace: First steps (pp. 273-301). Cambridge, MA: MIT Press.

    Google Scholar 

  • Mowshowitz, A. (1994). Virtual organization: A vision of management in the Information Age. The Information Society, 10, 267-294.

    Article  Google Scholar 

  • O’ Mahony, S. (2008, November). Using differentiation to establish organizational boundaries in the burning man and open source communities. Philadelphia, PA: Association for Research on Nonprofit Organizations and Voluntary Action.

    Google Scholar 

  • O’Day, V. L., Bobrow, D. G., & Shirley, M. (1996). The socio-technical design circle. In Proceedings of the ACM conference on Computer Supported Cooperative Work (CSCW) (pp. 160-169). New York, NY: ACM Press.

    Google Scholar 

  • O’Leary, M., Orlikowski, W., & Yates, J. (2002). Distributed work over the centuries: Trust and control in the Hudson’s Bay Company, 1670-1826. In P. J. Hinds & S. Kiesler (Eds.), Distributed work (pp. 27-54). Cambridge, MA: MIT Press.

    Google Scholar 

  • Oldenburg, R. (1989). The great good place: Cafes, coffee shops, community centers, beauty parlors, general stores, bars, hangouts, and how they get you through the day. New York: Paragon House.

    Google Scholar 

  • Rheingold, H. (1993). The virtual community: Homesteading on the electronic frontier. New York: Harper-Collins.

    Google Scholar 

  • Rhoten, Diana. (2004). “Interdisciplinary Research: Trend or Transition?” Items and Issues 5(1):6-11.

    Google Scholar 

  • Schroeder, R. (1996). Possible worlds: The social dynamic of virtual reality technologies. Boulder, CO: West View.

    Google Scholar 

  • Schuler, D. (1996). New community networks: Wired for change. Menlo Park, CA: Addison-Wesley.

    Google Scholar 

  • Sifakis, C. (1999). The mafia encyclopedia. New York: Checkmark Books.

    Google Scholar 

  • Sutton, K. (2007). Going to church in Second Life. UU World Magazine, February 19. Last Retrieved May1, 2009, (http://www.uuworld. org/life/ articles /16206.shtml)

  • Wellman, B., & Gulia, M. (1999). Net-surfers don’t ride alone: Virtual communities as communities. In B. Wellman (Ed.), Networks in the global village (pp. 331-366). Boulder, CO: Westview.

    Google Scholar 

  • Wilson, C. (2008). Avatars, virtual reality technology and the U.S. military: Emerging policy issues. CRS Report for Congress (RS22857, April 9).

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag London Limited

About this chapter

Cite this chapter

Rhoten, D., Lutters, W. (2010). Virtual Worlds for Virtual Organizing. In: Bainbridge, W. (eds) Online Worlds: Convergence of the Real and the Virtual. Human-Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-84882-825-4_21

Download citation

  • DOI: https://doi.org/10.1007/978-1-84882-825-4_21

  • Published:

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-84882-824-7

  • Online ISBN: 978-1-84882-825-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics