MMOGs as emerging opportunities for research on virtual organizations and teams

Jakob J. Assmann, Marcus A. Drescher, Julia V. Gallenkamp, Arnold Picot, Isabell M. Welpe, Rolf T. Wigand

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

15 Scopus citations

Abstract

Massively Multiplayer Online Games (MMOG) offer new promising opportunities to research virtual organizations and teams. The characteristics of MMOGs allow researchers to obtain objective data from a large and multi-national population. Lasting over months or even years, MMOGs facilitate longitudinal studies and ensure a high involvement of participants. Moreover, collecting data from online surveys and game servers keeps the costs of MMOG studies low. In this paper, we illustrate how research in MMOGs can utilize these opportunities to overcome some limitations of traditional research environments. Further we discuss the diverse information and communication technology (ICT) usage in MMOGs and therefore argue that research in MMOGs can provide a glimpse into the future application of ICT in real life organizations.

Original languageEnglish
Title of host publication16th Americas Conference on Information Systems 2010, AMCIS 2010
Pages232-240
Number of pages9
StatePublished - 2010
Event16th Americas Conference on Information Systems 2010, AMCIS 2010 - Lima, Peru
Duration: 12 Aug 201015 Aug 2010

Publication series

Name16th Americas Conference on Information Systems 2010, AMCIS 2010
Volume1

Conference

Conference16th Americas Conference on Information Systems 2010, AMCIS 2010
Country/TerritoryPeru
CityLima
Period12/08/1015/08/10

Keywords

  • ICT
  • MMOGs
  • Virtual organizations
  • Virtual teams

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