Virtual Strangers No More: Serious Games and Creativity for Effective Remote Teams

Virtual Strangers No More: Serious Games and Creativity for Effective Remote Teams

Howard Bennett Esbin
ISBN13: 9781466696884|ISBN10: 1466696885|EISBN13: 9781466696891
DOI: 10.4018/978-1-4666-9688-4.ch017
Cite Chapter Cite Chapter

MLA

Esbin, Howard Bennett. "Virtual Strangers No More: Serious Games and Creativity for Effective Remote Teams." Strategic Management and Leadership for Systems Development in Virtual Spaces, edited by Christian Graham, IGI Global, 2016, pp. 313-332. https://doi.org/10.4018/978-1-4666-9688-4.ch017

APA

Esbin, H. B. (2016). Virtual Strangers No More: Serious Games and Creativity for Effective Remote Teams. In C. Graham (Ed.), Strategic Management and Leadership for Systems Development in Virtual Spaces (pp. 313-332). IGI Global. https://doi.org/10.4018/978-1-4666-9688-4.ch017

Chicago

Esbin, Howard Bennett. "Virtual Strangers No More: Serious Games and Creativity for Effective Remote Teams." In Strategic Management and Leadership for Systems Development in Virtual Spaces, edited by Christian Graham, 313-332. Hershey, PA: IGI Global, 2016. https://doi.org/10.4018/978-1-4666-9688-4.ch017

Export Reference

Mendeley
Favorite

Abstract

In this chapter we examine how virtual team trust and effectiveness may be improved through the transformative power of serious games and creative process. To start we explore the pervasive lack of emotional intelligence within the workplace at an individual level and which we call ‘the EQ Gap'. This is followed by an examination of challenges faced by both traditional and virtual teams. We then consider how the same EQ Gap also manifests in both traditional and virtual teams as well. Indeed, it's worse for the latter. This leads to a review of the kinds of EQ training needed for both team types. A discussion then follows as to how serious games, play, and creativity can help virtual teams in particular to become more emotionally intelligent, trusting, and ultimately more collaborative. A brief case study of a serious game called Prelude is shared to illustrate these findings in a practical context.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.