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Pluralistic Coordination

Copyright © 2011. 16 pages.
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DOI: 10.4018/978-1-60960-567-4.ch025
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MLA

Denning, Peter J., Fernando Flores and Gloria Flores. "Pluralistic Coordination." Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments. IGI Global, 2011. 416-431. Web. 20 Jun. 2013. doi:10.4018/978-1-60960-567-4.ch025

APA

Denning, P. J., Flores, F., & Flores, G. (2011). Pluralistic Coordination. In M. Cruz-Cunha, V. Varvalho, & P. Tavares (Eds.), Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments (pp. 416-431). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60960-567-4.ch025

Chicago

Denning, Peter J., Fernando Flores and Gloria Flores. "Pluralistic Coordination." In Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments, ed. Maria Manuela Cruz-Cunha, Vitor Hugo Varvalho and Paula Tavares, 416-431 (2011), accessed June 20, 2013. doi:10.4018/978-1-60960-567-4.ch025

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Abstract

Two questions are examined. Why is coordination hard to achieve when teams are diverse? Are there conditions under which players of MMOGs can learn skills of effective coordination and transfer these skills to real teams? A pluralistic network is a social system in which people are committed to working together effectively despite cultural differences. A core set of eight practices enables a network to be pluralistic. An experiment with the World of Warcraft game confirmed that the game can significantly accelerate learning of those practices. To enable the skills to be transferred to the real world, the game must be augmented with a reflective learning environment.
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The Coordination Challenge

The Internet confronts us with a plurality of values at a level of immediacy unimaginable to previous generations. At work, at play, and at home, we are unavoidably connected to people from all over the world. In organizations large and small, project teams are increasingly virtual, consisting of people in dispersed geographical locations, who have different cultural backgrounds and value systems. To flourish in our world today -- or even just to participate in a meaningful way -- requires the cultivation of a new kind of pluralism. The new pluralism is a mindset that goes far beyond tolerating diversity; it actively engages with others to articulate shared goals and commit to working together to achieve them. The new pluralism requires a new skill set, which we call the Orchestration of Commitments in Pluralistic Networks. Our objective in this chapter is to discuss why we need this new kind of pluralism and how to cultivate it in our networks. We are confident that MMO games can be useful tools for developing and cultivating this mindset, when combined with a framework for observing the way we engage with each other and with new practices for more effective engagement.

Coordination is essential for all human beings to work together. It underlies all human social practices. It is how a group acts together as a unity, achieving a purpose that no individual could alone. Business, government, and military organizations exemplify systems of coordination that enable them to make and fulfill offers on a broad scale. These organizations rely on small teams to carry out specific tasks and missions. We will focus here on coordination within small teams.

Despite its being essential, many people find coordination to be a major, sometimes insurmountable, challenge. Coordination breakdowns manifest as miscommunication, misunderstandings, unmet expectations, distrust, blindness, prejudice, lack of sensitivity, ill-timed actions, wasted motion and resources, missed deadlines, and performance-killing bad moods. As a result, coordination breakdowns are usually expensive, wasteful, mission killing, and sometimes life threatening. A plethora of coordination technologies have been offered to overcome these problems and enable virtual teams, but even with those tools coordination breakdowns have become more common as teams become more dispersed. Exquisite coordination, which separates high performance teams from the rest, is an ever more elusive goal.

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Complete Chapter List

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1.
Paula Tavares (Polytechnic Institute of Cávado and Ave, Portugal), Pedro Mota Teixeira (Polytechnic Institute of Cávado and Ave, Portugal), Leonardo Pereira (Polytechnic Institute of Cávado and Ave, Portugal), Maria Manuela Cruz-Cunha (Polytechnic Institute of Cávado and Ave, Portugal & University of Minho, Portugal)
Finally, we examine the importance and function of motion graphics inside the game experience and the game contexts in which this communication feature is applied. Sample PDF | More details...
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2.
Petri Lankoski (Aalto University, Finland), Anja Johansson (Linköping University, Sweden), Benny Karlsson (Fabrication Games Europe AB, Sweden), Staffan Björk (Chalmers University of Technology, Sweden), Pierangelo Dell’Acqua (Linköping University, Sweden)
We address the problem of creating human-like, believable behavior for game characters. To achieve character believability in games, the game designer needs to devel... Sample PDF | More details...
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3.
Giannis Milolidakis (Technological Education Institution of Crete, Greece & Euromed Management, France), Chris Kimble (Euromed Management, France), Corinne Grenier (Euromed Management, France)
This chapter analyzes behaviour in on-line games from a practice-oriented perspective and focuses on how individuals create and sustain social structures. It reports... Sample PDF | More details...
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4.
Verónica Costa Orvalho (Universidade do Porto, Portugal), João Orvalho (Face In Motion, Portugal)
Character Animation has a crucial role in modern videogames: it is essential to provide a realistic and immersive experience to the users. This chapter presents the... Sample PDF | More details...
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5.
Agostino Poggi (Università degli Studi di Parma, Italy)
Online games have grown during recent years into a popular entertainment form with a wide variety of games and player communities spread across the world. Such games... Sample PDF | More details...
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6.
Mark G. Elwell (Hakusan International School, Japan)
This chapter reports on movements toward de facto standards for role playing games in the freely accessible and configurable shared virtual environment of Second Lif... Sample PDF | More details...
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7.
Murillo Guimarães Carneiro (Federal University of Uberlândia, Brazil)
The growth of the game industry shows a great market to be conquered. However the gaming business now has consumers more demanding and hungry for quality games, not... Sample PDF | More details...
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8.
Jouni Smed (University of Turku, Finland)
Interactive digital storytelling (IDS) aims at generating dramatically compelling stories based on the user’s input. During the two decades of research, IDS has prom... Sample PDF | More details...
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9.
Game Led HCI Improvements (pages 126-145)
Michael Barlow (The University of New South Wales at the Australian Defence Force Academy, Australia)
This chapter covers these recent advances in HCI technology. It conveys the technological and engineering basis of the key current & successful technologies – for in... Sample PDF | More details...
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10.
Vladimir Devyatkov (Bauman Moscow State Technical University, Russia), Alexander Alfimtsev (Bauman Moscow State Technical University, Russia)
A primary goal of virtual environments is to support natural, efficient, powerful and flexible human-computer interaction. But the traditional two-dimensional, keybo... Sample PDF | More details...
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11.
Sarajane Marques Peres (University of São Paulo, Brazil), Clodis Boscarioli (Western Paraná State University, Brazil), Jorge Bidarra (Western Paraná State University, Brazil), Marcelo Fantinato (University of São Paulo, Brazil)
Nowadays, efforts in computer game development have been concerned to overcome entertainment objectives. In fact, there has been much effort aiming at finding, in Co... Sample PDF | More details...
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12.
Blaine Hoffman (The Pennsylvania State University, USA)
The continued evolution of mobile technology provides for new means of interaction and engagement in our daily lives. The interconnectedness, availability, and rapid... Sample PDF | More details...
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13.
Henry H. Emurian (UMBC, USA), Gerald C. Canfield (UMBC, USA), Peter G. Roma (Institutes for Behavior Resources, USA), Zabecca S. Brinson (Institutes for Behavior Resources, USA), Eric D. Gasior (Institutes for Behavior Resources, USA), Robert D. Hienz (Johns Hopkins University School of Medicine, USA), Steven R. Hursh (Johns Hopkins University School of Medicine, USA), Joseph V. Brady (Johns Hopkins University School of Medicine, USA)
This chapter describes a Team Performance Task (TPT) that has been designed to assess the status of a three-person team operating a game-like multiplayer task requir... Sample PDF | More details...
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14.
Patrick Stacey (Imperial College London, UK), Joe Nandhakumar (University of Warwick, UK)
There is little research into the emotional dimension of creative industry personnel, such as computer game designers, and how emotions relate to their creative prac... Sample PDF | More details...
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15.
Olga Albuquerque (Escola Secundária Dr Jaime Magalhães Lima, Portugal), Gillian Grace Moreira (University of Aveiro, Portugal)
Using questionnaires and interviews, the video-gaming habits of 136 youngsters, ranging from the ages of 9 to 15 years, were assessed, taking into consideration thei... Sample PDF | More details...
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16.
Matthew Sharritt (Situated Research, LLC, USA), R. Kelly Aune (University of Hawaii at Manoa, USA), Daniel D. Suthers (University of Hawaii at Manoa, USA)
A qualitative case study of student game play is presented, describing how game player communication becomes increasingly complex, efficient, and impenetrable by tho... Sample PDF | More details...
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17.
Patrícia Arriaga (ISCTE-IUL, Cis-IUL, Portugal), Augusta Gaspar (ISCTE-IUL, Cis-IUL, Portugal), Francisco Esteves (ISCTE-IUL, Cis-IUL, Portugal)
This chapter intends to contribute to the clarification of the controversy surrounding the short-term effects of playing violent games [VG] on aggressive and prosoci... Sample PDF | More details...
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18.
Julio Angel Ortiz (Harvard University, USA)
The chapter serves as an introduction to current thinking about the role of games in our society. It takes a measured tone in acknowledging some of the challenges to... Sample PDF | More details...
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19.
Stephen Brock Schafer (Digipen Institute of Technology, USA), Gino Yu (Hong Kong Polytechnic University, Hong Kong)
The development of more meaningful video games is becoming increasingly possible by recent advances in video game technologies, neurosciences, and biofeedback. In th... Sample PDF | More details...
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20.
Heiko Duin (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany), Jannicke Baalsrud Hauge (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany), Felix Hunecker (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany), Klaus-Dieter Thoben (BIBA Bremer Institut für Produktion und Logistik GmbH, Germany)
This chapter describes application areas for serious games in the context of such CNOs. A classification scheme for serious games has been developed based on two dif... Sample PDF | More details...
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21.
Juho Hamari (Helsinki Institute for Information Technology HIIT, Finland), Aki Järvinen (Digital Chocolate, Inc., Finland)
The results provide several game mechanics that are located in the union of game design and business planning. Moreover, the results imply a new approach to game des... Sample PDF | More details...
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22.
Games and Advertising (pages 366-382)
Inês de Seixas Duarte (Universidade Católica Portuguesa – Porto, Portugal), António Manuel Valente de Andrade (Universidade Católica Portuguesa – Porto, Portugal)
In this chapter we will review the state of the art in these areas and present some arguments for and against each of these strategies. Sample PDF | More details...
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23.
Fernando Belfo (Polytechnic Institute of Coimbra, Portugal)
Computer games conceptualization and development are processes that have particular features with significant complexity. The life cycle at computer games developmen... Sample PDF | More details...
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24.
Martin Heitmann (Technische Universität Berlin, Germany), Kay Tidten (Technische Universität Berlin, Germany)
Nowadays, managers in the computer and video gaming industry are forced to reevaluate their companies’ strategic position within the value-added chain, as traditiona... Sample PDF | More details...
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25.
Pluralistic Coordination (pages 416-431)
Peter J. Denning (Naval Postgraduate School, USA), Fernando Flores (Pluralistic Networks, Inc., USA), Gloria Flores (Pluralistic Networks, Inc., USA)
Two questions are examined. Why is coordination hard to achieve when teams are diverse? Are there conditions under which players of MMOGs can learn skills of effecti... Sample PDF | More details...
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26.
Danny Pannicke (Berlin Institute of Technology, Germany), Jonas Repschläger (Berlin Institute of Technology, Germany), Rüdiger Zarnekow (Berlin Institute of Technology, Germany)
Virtual worlds enable new ways to create value. Recent examples from Second Life – a virtual world run by Linden Lab – have demonstrated how firms can use this techn... Sample PDF | More details...
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27.
Kostas Anagnostou (Ionian University, Greece)
In this chapter we review and discuss the impact of mass adoption of the Internet and its assorted technologies is having on the evolution of the videogame medium. S... Sample PDF | More details...
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28.
Pedro Pina (ESTGOH - Polytechnic Institute of Coimbra, Portugal)
In the present chapter, the author briefly studies the particular tension between the current copyright paradigm, based on the dichotomy active creator – passive con... Sample PDF | More details...
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29.
Peter J. Wasilko (The Institute for End User Computing, Inc., USA)
This chapter introduces readers to a broad range of legal issues relevant to game designers and developers touching such topics as intellectual property protection,... Sample PDF | More details...
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