diff --git a/cscw_changelogs/2018-orgculture_mergers/orgculture_mergers-CSCW2018-reviews.txt b/cscw_changelogs/2018-orgculture_mergers/orgculture_mergers-CSCW2018-reviews.txt new file mode 100644 index 0000000..1ac075e --- /dev/null +++ b/cscw_changelogs/2018-orgculture_mergers/orgculture_mergers-CSCW2018-reviews.txt @@ -0,0 +1,218 @@ +Reviewer 4 (AC) + +Contribution and Criteria for Evaluation +This paper makes a useful and somehow long-overlooked contribution by researching how groups that are, in this case, completely online (but also across spaces, media multiplexity), succeed and fail in their mergers. I think this is useful for game studies and, even larger in scope, online community work. + +As such, the sampling frame is highly important: are the chosen groups representative of larger, more general groups? And, how is the research carried out? +First Round Review from AC (if needed) +Comments on CSCW Paper, WoW Guild Mergers + +I really like the topic of this paper, and I think with a few changes it will be a good CSCW submission! I want it to succeed!!!! + +I am so positively motivated by your study that I have reviewed it fully, not just read it and made a meta-review based on the work of the other three reviewers. As such, there are comments that are my independent review and then summary comments that wrap up my review and the review from the other three regular reviewers. + +One item you must address is how you came about the sample. It seems unbelievable that you set out to study one successful merger and one failed merger of similar guilds and then found it on the very first attempt. More likely, I imagine, is that you were studying guild mergers and one failed, and you realized this was a good research opportunity (as indeed it is one!). But you don’t explain this, and you need to be clear about your sample and the research. + +Another item I think needs to be better addressed is the connection of your theoretical concepts that were the important items for the mergers to the literature in the writeup. +“inductive codes emergent from data as well as deductive codes derived from theory.” +So, when we get to the analysis, we have a variety of items, but it isn’t clear where they came from, and there is so much good social work that a lot of your items should be derived from the literature, but then there isn’t really any literature mentioned in a way that connects it to the analysis much after the lit review IIRC. +So, in Table 2, I am left wondering where these items came from. They should be grounded in the literature. Also the items in section 6.2. They all seem like good, sensible items, but I don’t see that you need to be making them up on your own, we have enough community literature that they should be in there somewhere. Or be more clear about using, essentially, grounded theory but also the concepts that drove the results. + +(A final small summary thought, since I don't see that affordances were a huge part of the story -- both guilds had the same affordances available, but one group used them to a better effect -- so perhaps you need to stress a little more "these are the important, community-building affordances" and I think you will find they are communicative ones, which is general but that's what builds community. So it is not entirely a design story, but one where if you build enough communicative tools, and people can easily communicate in other spaces, they will, because that's what people do -- talk and form bonds, communicate and form communities.) + + + +Smaller comments, some of which are very picky, but let’s have you make this thing as robust as possible! + +“organizational culture, a phenomena that has been mostly unstudied by social computing researchers” +I’m not sure I agree with that, as how do you robustly define who is a social computing researcher? + +“Future social computing systems design and research should attend to and support the role of organizational culture in shaping the outcomes of cooperative work and play.” +It’s not clear to me how to do that, as so much social interaction occurs over more than one channel (so like in WoW, on guild forums on the web, and now in Discord, all of which are controlled by different interests). + +In this paragraph: +“Newcomer socialization has been one of the most important topics in research into online communities [7, 15]. This work has relied heavily on a distinction between collective, institutional practices of socialization and individualized, “on-the-job” socialization [25]. In particular, social computing researchers have sought to evaluate the relevant effectiveness of the two different socialization tactics in different online contexts [15].” +I am hesitant about “social computing researchers” here because really I think you’re considering, appropriately, all communities: online, offline, and partially mediated. I know of no work that suggests people in communities act differently when any type of media is introduced—maybe they now have different tools and so can take new actions, but technology changes, people don’t. So I think you’re correctly thinking of the larger issue (human behavior) but then make it too narrow in the write-up. + +Needs cite: “basic training in the military is a classic example” + +“Although this process has been studied in organization science, this model of newcomer socialization has received very little attention in social computing research to date.” +Is there any reason to expect it is any different? I do not think there is one. +I would also again be hesitant to carve out “social computing research” as if it is its own, distinct, field, with clearly defined and strong boundaries. So much work is interdisciplinary. If you’re studying the sociology of mediated computer use, that’s a bunch of different fields right there (sociology, communication studies, media psychology….). Social computing research, to me, isn’t a new area of study, it’s a collection of specific methods (both new and old, so, scraping, but, regressions, for example, or, ML regressions….) and associated large-scale data. + +Typo: “Edgar Schein, the term is used to to describe:” +The Schein quote is great, it fits communities, especially historical ones, perfectly. + +“To our knowledge, mergers in online groups have never been studied.” +This paper sort of looks at mergers, but it is more focused on groups that stay together across guild moves: +Poor, N., & Skoric, M. M. (2016). Play together, stay together? Community cohesion and stability in an MMO. Proceedings of the 2016 Hawaii International Conference on System Sciences. http://doi.org/10.1109/HICSS.2016.283 +They also have a paper which looks at a guild that fell apart, reminiscent of some of the drama the guilds in your paper encountered: +Poor, N., & Skoric, M. M. (2014). Death of a guild, birth of a network: Online community ties within and beyond code. Games and Culture, 9(3), 182–202. http://doi.org/10.1177/1555412014537401 +Additionally, you could include a link to this book when you discuss “drama”, although you don’t call it drama in the paper: +Chen, M. (2012). Leet noobs: The life and death of an expert player group in World of Warcraft. New York, NY: Peter Lang. +(“combined with intra-group conflict”, at that point, drama would be a good thing to mention.) + +Experience should not be in quotes, as it is the correct word: +“Player characters increase in power by collecting “experience” from activities” + +I have not raided in WoW but I have for over a year in another game, so am curious about the levels for WoW raids: +“Raids can be attempted at four difficulty levels: “Looking For Raid”, “Normal”, “Heroic,” or “Mythic”.” +LfR is a level??? That seems weird. + +“Encounters with a raid boss usually last between 5 to 10 minutes.” +Really? Given my experience in other games, that seems unbelievable. Do you have a cite for that? Although it is possible I am just misremembering, it’s been a while since I stopped playing, and raid bosses may be like the fish that got away in my mind: they get bigger as they recede in time. Possibly there is a difference between “trying and wiping a few times” and “did it on the first try.” However, this will depend on how good the raid group is for that encounter in terms of gear and practice with that boss’s specifics (the song and dance, I called it: when the adds come in, who to burn down first, when to run in and when to run away, etc.). + +On raid member selection: +“This choice is usually made on the level, experience, and power of the players’ characters.” +Well, no, that’s wrong. Sure, you can’t use characters that are too low level or too high level. However, really the only considerations are do they have enough power (level and gear) and overall class composition of the raid. You need the right balance of tanks, healers, and dps. + +Cite for this? “mergers between guilds are very common” + +I don’t understand this: +“WoW’s affordances make individual recruitment into established guilds difficult” +My unguilded characters would get occasional whispers to join, but beyond that I don’t understand what you are saying. What about the affordances? + +“Williams observed that guild mergers were “as contentious as any real world corporate-merger”” +Well, yes, Dmitri tends to overstate things to make his work seem more important than it is (besides using his work as a citation mill for himself). + +Typo: “Although he had not been active recently, the he had been an active participant in WoW” + +I don’t understand this: +“In response to requests from his ethnographic subjects, he participated in the two post-merger guilds” +That makes it seem backwards maybe. You should have been asking them to research their guilds, but here it seems like they are asking you. + +I like that you mention IRB. + +“Within each merger, the guilds were superficially similar to each other.” +Instead of superficially maybe use “similar to each other in theoretically relevant some ways”. We don’t want a superficial comparison, we want a good comparison, grounded in theory. + +“Players in Salty Dogs fell under one of two categories” +Maybe “into” instead of “under”. + +I really like Figure 2. + +“Salty Dogs members often shared strong social bonds outside of the game. “ +Explain strong social bonds, give some examples. + + +“By September 2017, sustained attrition…” +Maybe just attrition, “sustained attrition” sounds like something that needs to be defined. + +“…Salty Dogs had only 11 players on its raid team.” +You might want, at some point, to mention raid alliances. (Maybe even DKP.) + +“Incredibly, Divinity’s leadership never even formally announced that a merger had occurred.” +I agree that that is incredible but that’s kind of editorializing and so drop incredibly. + +“While gaming is inherently a ludic activity,” +What does that mean? (Honestly I am not a fan of the word ludic, does it mean gaming, or playful or what? Most style guides suggest avoiding using Latinate words.) So like, gaming is a playful activity. Sure. (This is not the transition sentence you are looking for.) + +This is great: +“Although Divinity also used a Discord server, it lacked structure and was rarely used by its guild leaders or members; most of its usage appeared to be from former Mirage members. Divinity began hosting a guild website in July, a month after the merger, but it was rarely used by the majority of the community and, as a result, was taken down in August.” +Communication is community. You can cite John Dewey and James Carey here, or even Robin Dunbar. Bring out the big guns when they’re in your corner. + +This does not make a lot of sense to me: +“In addition, the strategies employed by Praise the Sun, and overlooked by Divinity, suggest avenues for design. Mergers may not happen every day, but when they do, systems designers and community leaders can pursue them strategically, taking the culture of existing communities and organizations into account. This may even be true for de novo systems as designers can select from existing UI features, roles, technical tools, and metaphors with which to build a new community culture.” +I don’t see that these were design issues – both guilds had all the same options and technologies available. One group used those affordances in certain ways, the other didn’t. Also, that the successful merger used a variety of technologies (in WoW, Discord, and the web) makes me wonder about how this is a design issue when the technologies they used are controlled by a variety of stakeholders. That one group succeeded tells me we do have the right designs, unless they had to overcome a lot to use them and the other group tried and failed, but that doesn’t seem to be the case. + +“Finally, our results underscore the importance of “third place” virtual activities…” +I have more and more hesitation about the “third place” concept. There was work in the home and there was socializing in the work area. You don’t need to change anything about that, but you can think about it if you like. + +Requested revisions: + +Explain how you came about your sample (as in my review). +Highlight the connections between your theoretical items and the literature more. + +I suggest thinking about all the reviewer comments, not just the issues I raise here in the meta-review. + +One reviewer stresses tools, culture, and design. I think this is a ripe avenue for some further exploration and discussion in the work. + +One reviewer, who helpfully listed some relevant literature, some of which I recognized and have used in my research as well, stresses the importance of clarifying your theoretical framing and conceptualization of organization (I would add, both cultural and communication), and although there are a lot of slightly different definitions of organizational culture, I think most readers will understand that and it’s not a problem. Choose one and stick with it robustly (well more robustly than you have). Then connect this and the literature more strongly to the items you arrive at for the analysis (strengthening/clarifying and connecting go hand in hand.) + +I agree that the guild names become confusing, and would like you to make that easier for the readers. How exactly, I’m not sure, there are probably a few ways to do this. It is important to know that one guild kept its name. Maybe guildname(X), where X = {PreS, PostS, PreF, PostF} for pre- and post-merger and also Success and Fail, although this is a bit clumsy. But there are two important dimensions, sadly both pre and post start with P. Oh maybe Before and After, guildname(BS) wait no BS may not be the best abbreviation. (“AF” also has a slangy impolite meaning currently.) Hopefully you will arrive at a workable solution! Oh perhaps guildA(1S), where the number is the stage of merger (so 1= pre and 2= post) and S and F (I think knowing S/F ahead of time is helpful and I think that is recognized in the paper). You do not need to use my specific suggestion but clarifying is needed to make it easier for readers. + +Reviewer 2 (2AC) +First Round Overall Recommendation +5 - Definitely acceptable (ready as-is) + +Contribution and Criteria for Evaluation +The authors studied mergers in World of Warcraft raid guilds through a 6-month ethnography. In doing so, they aimed to understand the merger process, what actions shaped the merger process and techniques that recognized, mitigated and effectively managed differences in the cultures involved in the mergers. +First Round Review +I thoroughly enjoyed this paper. The topic is novel, the method appropriate and rigorous, the contribution clear, the results interesting and the writing excellent. + +The authors report a six month ethnography of two mergers between World of Warcraft raid guilds. In doing so, they are able to identify differences in the pre-merger cultures of the guilds and examine the actions before, during, and after the mergers that might have lead to quite different outcomes. This is a fascinating study. Although mergers have been studies extensively in the off-line world, little is known how this process unfolds online. + +The method was exemplary with extensive participant observations (10 hours per week) and observations of out of game interactions, as well as interviews with guild leaders and members. + +The authors found greater cultural compatibility between guilds in the successful merger (which is consistent with previous research on mergers) and, more importantly, that how the groups managed conflict was also quite different. The insights regarding how the guilds planned the merger, how they socialized new members, and the role of non-task based socializing were all well described, supported, and interesting. + +The authors do a commendable job of integrating their findings with theory. I particularly appreciated the discussion of settled and unsettled cultures and how "settling" happens online. + +I have two primary suggestions for strengthening this paper: + +1) The abstract is rather weak and doesn't do a good job of capturing the contributions of the work. I recommend revising the abstract. + +2) Under "alternative explanations," the authors discuss technological tools, but It seems that rather than an alternative explanation this could be considered another difference between the groups that is intertwined with culture, rather than separate from it. I encourage the authors to consider integrating the use of technological tools into the analysis rather than treating it as an alliterative explanation. + +3) I'd like to have seen more on design implications. Not just system design, but online communities, more generally. And, more specific ideas about what this might look like. How can communities be designed to integrate cultures more effectively? What might these "third places" look like? If you could give a bit more thought to design implications, I think the impact of the paper could be greater. + +Reviewer 1 (reviewer) +Contribution and Criteria for Evaluation +The authors study two cases of merging communities in an MMPORG through the lens of organisational culture theory. World of Warcraft is the MMPORG and the merging communities are "raid guilds". The authors claim that this is the first work that investigates organisational culture in the context of online groups and that it contributes to research on newcomer socialisation in online communities. + +First Round Review +The paper is very well written and certainly sells a coherent story. It is clear why the authors chose the subject matter for their study and they are right in saying that this angle is under-researched in the field. + +World of Warcraft seems like a reasonable choice for the study at a first sight, though at this point I find a slight between the level of detail the game itself is described compared to the link to theory about organisational culture. This harms the paper because it is not really clear if the authors attribute the real constructs from organisational culture to the World of Warcraft setting. While in section 3.2. they state "Although none of this work has engaged with the literature on organisational culture, some has categorised raid guilds using dichotomies that might reflect cultural differences." Then they list examples of those "dichotomies", such as “task-oriented” or “social-oriented”. I want to highlight two problems here: First, the use of the word "might" indicates the uncertainty whether these are actual constructs used in theories on organisational culture. Second, going back to the introductory paragraph about organisational culture (side note: which is very short) lets me find the following definition of organisational culture given by the authors: "Organisational culture is essentially a conceptual model for what works and how things should be." Altogether, I fail to see how this definition fits with what the authors' definition of organisational culture, and I find this important theoretical grounding of the paper unfortunately not sufficient. + +In order to be a bit more constructive about this: Literature on online communities has focused on norms and cultural aspects. Research on online communities and organisational studies tends to avoid the concept of 'culture' because it is too vague and difficult to operationalise. It has been more fruitful to look at social capital, norms, rules, regulations, rituals, etc., which are all components of culture. I suggest a look at the following literature: + +Levina, N. and Arriaga, M., 2014. Distinction and status production on user-generated content platforms: Using Bourdieu’s theory of cultural production to understand social dynamics in online fields. Information Systems Research, 25(3), pp.468-488. + +Iriberri, A. and Leroy, G., 2009. A life-cycle perspective on online community success. ACM Computing Surveys (CSUR), 41(2), p.11. + +Yang, J., Morris, M.R., Teevan, J., Adamic, L.A. and Ackerman, M.S., 2011. Culture Matters: A Survey Study of Social Q&A Behavior. Icwsm, 11(11), pp.409-416. + +Campbell, J., Fletcher, G. and Greenhill, A., 2009. Conflict and identity shape shifting in an online financial community. Information Systems Journal, 19(5), pp.461-478. + +Eagar, T., Beekhuyzen, J. and Campbell, J., 2015. When Online Communities Collide: Boundary Identity Construction and Spanning. + +The remainder of the paper reads very well, and I think the authors are to be applauded for their choice of an ethnographic study as well as the way they present the findings of this study. One thing to mention here is that a six-month ethnographic study is very short for this type of research. Together with the critique on the theoretical underpinning this could actually be a chance for the authors to work on that aspect of the paper for a bit more while continuing their observation of the raid guilds. + +The reflection on alternative explanation (hidden variables) is quite crucial. The authors pick two important aspects but they do not engage with literature from organisational studies that could support their argument or indicate what they should look for to confirm or reject these alternative explanations (see sections 7.1 and 7.2 in the paper). + +Due to the small scope of the ethnographic setting the generalisability of findings is quite limited. + +Altogether, I think this is a timely and unique piece of work. The authors made substantial efforts to document their two cases and show some interesting findings. However, I am a bit worried about the theoretical underpinning and would recommend to substantially revise this submission so that it adequately reflects what organisational culture is and what is known in the discipline so far. While I think this is a doable revision (doable major revision if this was a journal submission) I am not entirely sure if it will be possible to fix this under the schedule of this conference. + +Reviewer 3 (reviewer) +First Round Overall Recommendation +4 - Probably acceptable (with minor modifications) + +Contribution and Criteria for Evaluation +The paper reports on two ethnographies of how guilds merged in World of Warcraft, drawing comparisons between the two events. I expect the paper to provide insights into how such mergers can be carried out successfully and how to design systems that support such activity. + +First Round Review +> Review Summary: + +Overall a solid contribution that looks at an interesting space. + +> Paper Summary: + +The paper develops an understanding of how two similar groups can be merged successfully or unsuccessfully by analyzing two guild mergers in World of Warcraft. It reports on two ethnographies of these events, comparing one that was successful to one that was not. Implications for design and research that focus on understanding organization culture, designing for mergers, and identifying the value of "third places" to support groups in developing a shared culture. + +> Strengths: + +There is a lot to like in this paper. It looks to be a well-executed and well-put-together pair of ethnographies on two guild merger events. The descriptions of the activities are clear. The story that emerges is interesting and insightful. I appreciated the alternative explanations as well as the design implications. + +> Major Issues: + +I do not have any major issues to raise about this paper. + +> Minor Issues: + +- If possible, it would be great if the authors could work out a better way to signal which guild is which throughout the paper. I found myself constantly needing to go back to the beginning because I would go "wait, was this the successful one or the unsuccessful one?" or "is this a pre-merge or post-merge group?" I'm not sure what the best approach to this would be. Since the group names are anonymized, maybe just giving them boring but clear titles would be better? Maybe adding stars or superscript numbers? I don't have a great solution, but this was a VERY frustrating part of the reading experience! + +> References: + +No further suggestions. diff --git a/cscw_changelogs/2018-orgculture_mergers/orgculture_mergers-CSCW2018-revision_summary.pdf b/cscw_changelogs/2018-orgculture_mergers/orgculture_mergers-CSCW2018-revision_summary.pdf new file mode 100644 index 0000000..2a46563 Binary files /dev/null and b/cscw_changelogs/2018-orgculture_mergers/orgculture_mergers-CSCW2018-revision_summary.pdf differ diff --git a/cscw_changelogs/2018-orgculture_mergers/orgculture_mergers-CSCW2018-revision_summary.tex b/cscw_changelogs/2018-orgculture_mergers/orgculture_mergers-CSCW2018-revision_summary.tex new file mode 100644 index 0000000..ff220b7 --- /dev/null +++ b/cscw_changelogs/2018-orgculture_mergers/orgculture_mergers-CSCW2018-revision_summary.tex @@ -0,0 +1,436 @@ +\documentclass[12pt,letterpaper]{article} + +\usepackage[T1]{ fontenc} +\usepackage[utf8x]{ inputenc} +\usepackage{graphicx} +\usepackage[usenames,dvipsnames]{xcolor} +\usepackage[breaklinks]{hyperref} + +\hypersetup{colorlinks=true, linkcolor=Black, citecolor=Black, filecolor=Blue, + urlcolor=Blue, unicode=true} + +\usepackage[english]{babel} + +\usepackage[font=footnotesize,labelfont=bf]{caption} +\usepackage[margin=0.8in]{geometry} +\usepackage{parskip} +\usepackage[round]{natbib} + +\def\citepos#1{\citeauthor{#1}'s (\citeyear{#1})} +\def\citespos#1{\citeauthor{#1}' (\citeyear{#1})} + +\def\todo{{\normalsize\color{BrickRed}{TODO }}} +\def\done{{\normalsize\color{SkyBlue}{DONE }}} + +\definecolor{m1}{HTML}{00BC57} % matches what is in the figure +\definecolor{m2}{HTML}{CD79FF} % matches what is in the figure + + +\begin{document} +\title{Revision Summary for ``Managing Organizational Culture in Online Group Mergers''} +\author{} +\date{} +\maketitle + +\vspace{-1.5cm} + +We thank all the reviewers for the extremely thoughtful comments on our original submission. We have reworked much of the manuscript in response to the ACs' and reviewers' suggestions with respect to both conceptual, analytic, and stylistic aspects of our paper. We believe the revised submission improves on the original enormously as a result. + +The rest of this document provides a detailed summary of all the changes we have made. We divide these into the following sections: (§\ref{sec:framing}) improvements to our theoretical framing and background; (§\ref{sec:implications}) reworking of our implications section in our discussion; (§\ref{sec:methodology}) a clearer articulation of our methodology; (§\ref{sec:identification}) changes to make our cases more identifiable; (§\ref{sec:minor}) a large number of changes to address minor issues; and (§\ref{sec:notrequested}) a small number of changes we have made that were not requested by the reviewers. In a final section (§\ref{sec:notmade}) we discuss two changes that were requested but which we have opted not to make without further input from the ACs and reviewers. Within each section, we indicate which reviewer(s) raised concerns and describe how and where we have addressed the concern(s) in our manuscript. + +We are deeply grateful for the time and effort that the entire review team has invested in our manuscript and we hope it is clear that we have taken this feedback very seriously. We have done our best to address the issues you each raised in your reviews and look forward to your responses. + +\section{Improvements to theoretical framing and background} +\label{sec:framing} + +% A key theme across the ACs' and reviewers' comments concerned the theoretical framing and the relationship of technological affordances and leadership. Based on this feedback, we have tried to address these issues by profoundly restructuring and refining several elements of our manuscript. + +\subsection{Improved description of organizational culture theory} +% R1: However, I am a bit worried about the theoretical underpinning and would recommend to substantially revise this submission so that it adequately reflects what organisational culture is and what is known in the discipline so far. + +% 1AC (1AC): One reviewer, who helpfully listed some relevant literature, some of which I recognized and have used in my research as well, stresses the importance of clarifying your theoretical framing and conceptualization of organization (I would add, both cultural and communication), and although there are a lot of slightly different definitions of organizational culture, I think most readers will understand that and it’s not a problem. Choose one and stick with it robustly (well more robustly than you have). Then connect this and the literature more strongly to the items you arrive at for the analysis (strengthening/clarifying and connecting go hand in hand.) + +R1 said: + +\begin{quote} + I am a bit worried about the theoretical underpinning and would recommend to substantially revise this submission so that it adequately reflects what organisational culture is and what is known in the discipline so far. +\end{quote} + +The 1AC echoed this point. We agree that the original submission could have a stronger theoretical foundation and have taken steps to address this issue in several ways: + +\begin{itemize} + \item In the Background and Theory sections, we have expanded on our underlying theoretical framework by going into more detail about Edgar Schein's conceptualization of organizational culture and how this can be used as a framework for understanding and analyzing the cultures of online groups. + + \item The Background and Theory section has also been expanded to include what is and isn't known about organizational culture in studies of online communities to date, including a number of new citations to literature suggested by the reviewers. + + \item Finally, in changes detailed below, we further ground our framing by detailing how we used this theoretical framework in the coding of the field notes and interview data in our methodology section. +\end{itemize} + + +\subsection{Better connecting theory and our findings} + + +% R1: World of Warcraft seems like a reasonable choice for the study at a first sight, though at this point I find a slight between the level of detail the game itself is described compared to the link to theory about organisational culture. This harms the paper because it is not really clear if the authors attribute the real constructs from organisational culture to the World of Warcraft setting. While in section 3.2. they state "Although none of this work has engaged with the literature on organisational culture, some has categorised raid guilds using dichotomies that might reflect cultural differences." Then they list examples of those "dichotomies", such as “task-oriented” or “social-oriented”. I want to highlight two problems here: First, the use of the word "might" indicates the uncertainty whether these are actual constructs used in theories on organisational culture. Second, going back to the introductory paragraph about organisational culture (side note: which is very short) lets me find the following definition of organisational culture given by the authors: "Organisational culture is essentially a conceptual model for what works and how things should be." Altogether, I fail to see how this definition fits with what the authors' definition of organisational culture, and I find this important theoretical grounding of the paper unfortunately not sufficient. + +In addition to requesting a stronger theoretical underpinning, R1 and 1AC both requested a more robust application of theoretical concepts and literature to our findings. + +R1 said: + +\begin{quote} + World of Warcraft seems like a reasonable choice for the study at a first sight, though at this point I find a slight between the level of detail the game itself is described compared to the link to theory about organisational culture. This harms the paper because it is not really clear if the authors attribute the real constructs from organisational culture to the World of Warcraft setting. +\end{quote} + +1AC made a similar comment: + +\begin{quote} + Another item I think needs to be better addressed is the connection of your theoretical concepts that were the important items for the mergers to the literature in the writeup...Also the items in section 6.2. % They all seem like good, sensible items, but I don’t see that you need to be making them up on your own, we have enough community literature that they should be in there somewhere. Or be more clear about using, essentially, grounded theory but also the concepts that drove the results +\end{quote} + +We agree that the theory and literature was not applied in a sufficiently thorough way in the original manuscript. We have made several changes to improve this in the paper: + +\begin{itemize} + \item The concepts in 6.2 that 1AC mentions have now been clearly introduced as concepts that emerged from our coding process. + + \item The Methodology section now includes detail on the deductive coding process using the organizational culture framework. + + \item The Pre-existing Differences in Organizational Culture section now clearly states how we used Schein's concept of organizational culture to come up with the core cultural characteristics of the guilds. + + \item The section on Leadership and Technology now is connected with literature on communication and technology in organization studies. + + \item The Discussion now includes additional connections to the literature that our findings support. +\end{itemize} + +\subsubsection{Clarifying the categories and attributes of raid guilds in Tables 1 and 2} +\label{sec:tables} + +% So, when we get to the analysis, we have a variety of items, but it isn’t clear where they came from, and there is so much good social work that a lot of your items should be derived from the literature, but then there isn’t really any literature mentioned in a way that connects it to the analysis much after the lit review IIRC. +% So, in Table 2, I am left wondering where these items came from. They should be grounded in the literature. + +Although not directly requested by the reviewers, we sensed that the characteristics used to describe the guilds in our study in our tables were not thoroughly grounded in literature. We have made the following changes to address this: + +\begin{itemize} + \item Table 1 now includes a section with Empirical Attributes of the guilds as well as Theoretical Attributes for the social ordering of guilds that have been derived from previous research. + \item Table 2 now reflects the core cultural attributes that we arrived at from our analysis, driven by our theoretical framework, and is labeled clearly to reflect this change. + \item Both of these tables---and their relationship to theory---are clearly described when they are introduced in the text. +\end{itemize} + +\subsection{Engagement with additional literature} + +% 1AC +% “To our knowledge, mergers in online groups have never been studied.” + +% This paper sort of looks at mergers, but it is more focused on groups that stay together across guild moves: +% Poor, N., & Skoric, M. M. (2016). Play together, stay together? Community cohesion and stability in an MMO. Proceedings of the 2016 Hawaii International Conference on System Sciences. http://doi.org/10.1109/HICSS.2016.283 +% They also have a paper which looks at a guild that fell apart, reminiscent of some of the drama the guilds in your paper encountered: +% Poor, N., & Skoric, M. M. (2014). Death of a guild, birth of a network: Online community ties within and beyond4 code. Games and Culture, 9(3), 182–202. http://doi.org/10.1177/1555412014537401 +% Additionally, you could include a link to this book when you discuss “drama”, although you don’t call it drama in the paper: +% Chen, M. (2012). Leet noobs: The life and death of an expert player group in World of Warcraft. New York, NY: Peter Lang. +% (“combined with intra-group conflict”, at that point, drama would be a good thing to mention.) + +1AC and R1 pointed us to a series of pieces of related work and urged us to consider using this work to frame our study better and to sharpen and clarify our contribution. We now cite a number of new pieces in the paper: + +\begin{itemize} + \item As suggested by 1AC, we cite \citet{poor_death_2014} to demonstrate how previous work documented the way that a complex constellation of factors can feed attrition which can lead to the collapse of even solidly established guilds. + \item We have cited \citet{chen_leet_2011} as evidence of how intra-guild conflict can threaten guilds' continued existence. + \item As suggested by 1AC, we cite \citet{poor_play_2016} as an example of research into guild stability. + +% R1: Levina, N. and Arriaga, M., 2014. Distinction and status production on user-generated content platforms: Using Bourdieu’s theory of cultural production to understand social dynamics in online fields. Information Systems Research, 25(3), pp.468-488. + + \item As suggested by R1, we cite \citet{levina_distinction_2014} as an example of social computing research applying theories of cultural production to online communities. + +% R1: Yang, J., Morris, M.R., Teevan, J., Adamic, L.A. and Ackerman, M.S., 2011. Culture Matters: A Survey Study of Social Q&A Behavior. Icwsm, 11(11), pp.409-416. + + \item As suggested by R1, we cite \citet{yang_culture_2011} to show how cultural differences must be emphasized in the design of social computing systems. + +% R1: Eagar, T., Beekhuyzen, J. and Campbell, J., 2015. When Online Communities Collide: Boundary Identity Construction and Spanning. + \item As suggested by R1, we cite \citet{eagar_when_2015} to demonstrate evidence of how inter-group conflict between different online communities construct social boundaries. +\end{itemize} + +In most cases, we have added new text to summarize and interpret these findings. We appreciated each of these references and agree with the reviewers that they help frame our study and integrate it more effectively into the literature. + +\subsection{Improved discussion of technological affordances} + +% R4 (1AC): (A final small summary thought, since I don't see that affordances were a huge part of the story -- both guilds had the same affordances available, but one group used them to a better effect -- so perhaps you need to stress a little amore "these are the important, community-building affordances" and I think you will find they are communicative ones, which is general but that's what builds community. So it is not entirely a design story, but one where if you build enough communicative tools, and people can easily communicate in other spaces, they will, because that's what people do -- talk and form bonds, communicate and form communities.) One reviewer stresses tools, culture, and design. I think this is a ripe avenue for some further exploration and discussion in the work. + +% 1AC: “Although Divinity also used a Discord server, it lacked structure and was rarely used by its guild leaders or members; most of its usage appeared to be from former Mirage members. Divinity began hosting a guild website in July, a month after the merger, but it was rarely used by the majority of the community and, as a result, was taken down in August.” Communication is community. You can cite John Dewey and James Carey here, or even Robin Dunbar. Bring out the big guns when they’re in your corner. + +% R1: The reflection on alternative explanation (hidden variables) is quite crucial. The authors pick two important aspects but they do not engage with literature from organisational studies that could support their argument or indicate what they should look for to confirm or reject these alternative explanations (see sections 7.1 and 7.2 in the paper). + +% R2 (2AC: Under "alternative explanations," the authors discuss technological tools, but It seems that rather than an alternative explanation this could be considered another difference between the groups that is intertwined with culture, rather than separate from it. I encourage the authors to consider integrating the use of technological tools into the analysis rather than treating it as an alliterative explanation. + +R1, the 2AC, and the 1AC each pointed out that our discussion of technological affordances in our section on Alternative Explanations suffered from a poor connection to the literature. R1 said: + +\begin{quote} +The reflection on alternative explanation (hidden variables) is quite crucial. The authors pick two important aspects but they do not engage with literature from organisational studies that could support their argument or indicate what they should look for to confirm or reject these alternative explanations +\end{quote} + +The 2AC said: + +\begin{quote} +Under ``alternative explanations,'' the authors discuss technological tools, but It seems that rather than an alternative explanation this could be considered another difference between the groups that is intertwined with culture, rather than separate from it. I encourage the authors to consider integrating the use of technological tools into the analysis rather than treating it as an [alternative] explanation. +\end{quote} + +These points were echoed by the 1AC who suggested that the role of technology presented ``a ripe avenue for some further exploration and discussion in the work'' and suggested that we engage with theory more directly in this regard. + +We agree with R1, 2AC, and 1AC that this section of the paper needed improvement, a stronger connection to organization theory, and better integration into the rest of our paper. As a result, we rewrote this section after reconsidering the use of technological tools into our analysis and implemented several changes: + +\begin{itemize} + \item First, we changed the section header from ``Alternative Explanations'' to ``Additional Factors'' to better capture its role in our argument and to further integrate it into our findings as per the 2AC. + \item Additionally, we made the section a first-level sub-heading in our Findings section. + \item We have described the differences in the two mergers based on their extensive use of communication tools and effective leadership as additional factors that may have contributed to success or failure, but do not fit neatly into Schein's notion of organizational culture. + \item We have added text to conclude that despite using similar tools, it was the organizational culture of the more successful group that resulted in more efficient use of its tools. + \item Finally, we have adopted 1AC's suggestion and draw support for this point from some of \citepos{barley_technology_1986}'s work indicating that culture shapes technology use in organizations. +\end{itemize} + +\subsection{Revising the abstract to better capture our work's contributions} +% R2: The abstract is rather weak and doesn't do a good job of capturing the contributions of the work. I recommend revising the abstract. +2AC pointed out that our abstract did not do a good job of capturing the contributions of our work. We have revised our abstract to do so. + +\section{Broadening the impact of our design and research implications} +\label{sec:implications} +% 2AC (2AC): I'd like to have seen more on design implications. Not just system design, but online communities, more generally. And, more specific ideas about what this might look like. How can communities be designed to integrate cultures more effectively? What might these "third places" look like? If you could give a bit more thought to design implications, I think the impact of the paper could be greater. + +% 1AC (1AC): This does not make a lot of sense to me: +% “In addition, the strategies employed by Praise the Sun, and overlooked by Divinity, suggest avenues for design. Mergers may not happen every day, but when they do, systems designers and community leaders can pursue them strategically, taking the culture of existing communities and organizations into account. This may even be true for de novo systems as designers can select from existing UI features, roles, technical tools, and metaphors with which to build a new community culture.” +% I don’t see that these were design issues – both guilds had all the same options and technologies available. One group used those affordances in certain ways, the other didn’t. Also, that the successful merger used a variety of technologies (in WoW, Discord, and the web) makes me wonder about how this is a design issue when the technologies they used are controlled by a variety of stakeholders. That one group succeeded tells me we do have the right designs, unless they had to overcome a lot to use them and the other group tried and failed, but that doesn’t seem to be the case. + +2AC requested that our design and research implications go beyond system design and expand into online communities more generally: + +\begin{quote} + I'd like to have seen more on design implications. Not just system design, but online communities, more generally. And, more specific ideas about what this might look like. How can communities be designed to integrate cultures more effectively? What might these ``third places'' look like? If you could give a bit more thought to design implications, I think the impact of the paper could be greater. +\end{quote} + +We revised our ``Implications of Design and Research'' section to go beyond systems and interface design and into more general claims about online communities and virtual teams. We have retitled the section ``Implications for Leadership, Research, and Design.'' + +This section is now divided into three parts: + +\begin{itemize} + \item First, we suggest that virtual team leaders and online community managers seek to better understand and accommodate the organizational culture of groups as they encounter potentially destabilizing intergroup conflicts. + + \item Second, we illustrate the usefulness of Schein’s conceptualization of organizational culture for assessing group dynamics in social computing research. + + \item Third, we show that our results also underscore the importance of ``third place'' virtual activities as an effective strategy for newcomer socialization and building solidarity to retain new and existing members. As requested by 2AC, we give examples as to what ``third places'' may look like and how online community leaders may handle growth through mergers or acquisitions. +\end{itemize} + +1AC also commented on this section, wondering ``how this is a design issue when the technologies they used are controlled by a variety of stakeholders'' and pointing out: + +\begin{quote} + It’s not clear to me [what designers might do], as so much social interaction occurs over more than one channel (so like in WoW, on guild forums on the web, and now in Discord, all of which are controlled by different interests). +\end{quote} + +We think this is an excellent point and have made two changes to address it: + +\begin{itemize} + \item First, we moved our discussion about technology up into our Findings section. + \item Second, we now end the implications section by making the point that because ``third places activities span technical systems controlled by different interests (e.g., Discord servers are distinct from game infrastructure), supporting third places may provide an important challenge to traditional socio-technical design processes.'' +\end{itemize} + +\section{Clarifications on methodology} +\label{sec:methodology} + +% The reviewers also raised concerns about the clarity of the sample in the text and requested more clarification on how it the sample was gathered. We address those issues here. + +\subsection{Clarification of analytic approach} + +% 1AC (1AC): Highlight the connections between your theoretical items and the literature more. +% Another item I think needs to be better addressed is the connection of your theoretical concepts that were the important items for the mergers to the literature in the writeup. +% “inductive codes emergent from data as well as deductive codes derived from theory.” +% So, when we get to the analysis, we have a variety of items, but it isn’t clear where they came from, and there is so much good social work that a lot of your items should be derived from the literature, but then there isn’t really any literature mentioned in a way that connects it to the analysis much after the lit review IIRC. +% So, in Table 2, I am left wondering where these items came from. They should be grounded in the literature. Also the items in section 6.2. They all seem like good, sensible items, but I don’t see that you need to be making them up on your own, we have enough community literature that they should be in there somewhere. Or be more clear about using, essentially, grounded theory but also the concepts that drove the results. + +1AC asked us to reflect more explicitly on the analytic methods that helped us arrive at our findings: + +\begin{quote} + So, when we get to the analysis, we have a variety of items, but it isn’t clear where they came from. ... [You should] be more clear about using, essentially, grounded theory but also the concepts that drove the results. +\end{quote} + +We have added several sentences to our methodology section to make our use of grounded theory and the way in which we have incorporated literature into this process clearer. + +Our analytic approach---based on \citepos{boellstorff_ethnography_2012} handbook---is indeed based on grounded-theory. We have added text to our methodology section to explain this along with a quote from \citet{glaser_discovery_1967}. We have also explained that our work follows \citepos{charmaz_constructing_2015} approach to grounded theory which advocates ``an open mind, not an empty head'' by urging researchers to incorporate sensitizing codes drawn from existing theory into the inductive coding processes. We have tried to make all of this much clearer and added citations to both \citet{glaser_discovery_1967} and \citet{charmaz_constructing_2015}. + +\subsection{Clarifying how and when the samples were discovered} +% 1AC (1AC): One item you must address is how you came about the sample. It seems unbelievable that you set out to study one successful merger and one failed merger of similar guilds and then found it on the very first attempt. More likely, I imagine, is that you were studying guild mergers and one failed, and you realized this was a good research opportunity (as indeed it is one!). But you don’t explain this, and you need to be clear about your sample and the research. Explain how you came about your sample (as in my review). + +1AC requested that we more clearly explain how we came about the sample. They also expressed confusion over the intention of our study: +\begin{quote} + It seems unbelievable that you set out to study one successful merger and one failed merger of similar guilds and then found it on the very first attempt. More likely, I imagine, is that you were studying guild mergers and one failed, and you realized this was a good research opportunity (as indeed it is one!). +\end{quote} + +1AC is correct that we were initially studying guild mergers in general and that during our study, one of the mergers failed. We made several changes to address this: + +\begin{itemize} + \item We added more detail on how the guilds were recruited into the study in our Methodology section. +% \item We revised the order in which the two mergers are introduced to be chronological (for some reason this was not the case in the previous iteration of the paper!). + \item We explain, at several places in the paper, that we had no \textit{ex ante} reason to expect either case to end up succeeding or failing. % in hopes that the framing of our study is clear and that the results were unexpected. +\end{itemize} + +\subsection{Concerns related to duration of our fieldwork} + +% R1: One thing to mention here is that a six-month ethnographic study is very short for this type of research. +R1 expressed some concern about the fact that our fieldwork was conducted entirely over a 6 month period. We have made several changes in response: + +\begin{itemize} + \item We address this in the Methodology section by explaining that the duration coincides with the length of time between the beginning and end of the June 2017 raid patch. In the sense that it refers to a complete ``cycle'' within the game's social world, six months was a natural period of time. The 6 month duration was by design for this reason. + \item We added text to discuss this limitation in the Discussion. We mention that were limited to six months of field work in that one our cases ceased to exist and the other went on a planned hiatus to wait for new game content to be released. + \item We also underscore (as we describe in the methodology section) that our first author brought extensive prior experience with WoW to the project. We believe this facilitated both his understanding of the social processes he observed, his access to the guilds, and his ability to discern salient features of participants' actions and statements throughout the project---all things that would often be accomplished during field work. +\end{itemize} + +%\subsection{Improvement to help with guild identification} +\section{New notation to assist readers in identify cases} +\label{sec:identification} + +% 1AC: I agree that the guild names become confusing, and would like you to make that easier for the readers. How exactly, I’m not sure, there are probably a few ways to do this. It is important to know that one guild kept its name. Maybe guildname(X), where X = {PreS, PostS, PreF, PostF} for pre- and post-merger and also Success and Fail, although this is a bit clumsy. But there are two important dimensions, sadly both pre and post start with P. Oh maybe Before and After, guildname(BS) wait no BS may not be the best abbreviation. (“AF” also has a slangy impolite meaning currently.) Hopefully you will arrive at a workable solution! Oh perhaps guildA(1S), where the number is the stage of merger (so 1= pre and 2= post) and S and F (I think knowing S/F ahead of time is helpful and I think that is recognized in the paper). You do not need to use my specific suggestion but clarifying is needed to make it easier for readers. + +% R3: If possible, it would be great if the authors could work out a better way to signal which guild is which throughout the paper. I found myself constantly needing to go back to the beginning because I would go "wait, was this the successful one or the unsuccessful one?" or "is this a pre-merge or post-merge group?" I'm not sure what the best approach to this would be. Since the group names are anonymized, maybe just giving them boring but clear titles would be better? Maybe adding stars or superscript numbers? I don't have a great solution, but this was a VERY frustrating part of the reading experience! + +R3 asked for a way to more consistently signal which guild belonged to which merger throughout the paper: + +\begin{quote} + If possible, it would be great if the authors could work out a better way to signal which guild is which throughout the paper. I found myself constantly needing to go back to the beginning because I would go ``wait, was this the successful one or the unsuccessful one?'' or ``is this a pre-merge or post-merge group?'' ... Maybe adding stars or superscript numbers? I don't have a great solution, but this was a VERY frustrating part of the reading experience! +\end{quote} + +1AC echoed this concern and spent some time discussing potential approaches. + +We agree that the original submission did not do a good job making it easy to keep track of the different cases in our study. We now use colored subscripts to clearly identify the two merger cases and guilds throughout the paper. The colors of the subscripts match the colors of the merged groups in Figure 2 so that guilds that merged with each other have the same color. The text of the subscripts are the initials of the original groups. The result looks like: + +\begin{itemize} + \item Merger A: \textbf{Salty Dogs\textcolor{m2}{\textsubscript{SD}} + Fragment\textcolor{m2}{\textsubscript{F}} → Sun Bros\textcolor{m2}{\textsubscript{SD+F}}} + + \item Merger B: \textbf{Divinity\textcolor{m1}{\textsubscript{D}} + Mirage\textcolor{m1}{\textsubscript{M}} → Divinity\textcolor{m1}{\textsubscript{D+M}}} +\end{itemize} + +We hope this makes the names less confusing and easier to remember by linking them with the plots and using the colors as an additional mnemonic for readers. We really want to make sure that readers can keep track of the cases while reading the paper and would welcome reviewers' feedback on this approach or other suggestions. + +\section{Minor Changes} +\label{sec:minor} + +We addressed a large number of minor changes requested by the reviewers: + +\begin{itemize} +% 1AC: “While gaming is inherently a ludic activity,” +% What does that mean? (Honestly I am not a fan of the word ludic, does it mean gaming, or playful or what? Most style guides suggest avoiding using Latinate words.) So like, gaming is a playful activity. Sure. (This is not the transition sentence you are looking for.) +\item We removed the word ``ludic'' as requested by 1AC. We agree it's redundant. +% 1AC: Cite for this? “mergers between guilds are very common” +\item 1AC asked for a citation for phrase “mergers between guilds are very common.” We have added a citations \citet{williams_tree_2006} which contains statements to this effect. +% 1AC: “Incredibly, Divinity’s leadership never even formally announced that a merger had occurred.” +% I agree that that is incredible but that’s kind of editorializing and so drop incredibly. +\item We have attempted to remove words like ``suprisingly'' and ``incredibly'' from the manuscript. We agree with 1AC that they are unnecessary. +% Typo: “Edgar Schein, the term is used to to describe:” +\item 1AC pointed out a typo in the line ``Edgar Schein, the term is used to to describe.'' We fixed the typo. +% 1AC: Typo: “Although he had not been active recently, the he had been an active participant in WoW” +\item 1AC pointed out a typo in the line ``Although he had not been active recently, the he had been an active participant in WoW.'' We fixed the typo. +% 1AC: “By September 2017, sustained attrition…” +% Maybe just attrition, “sustained attrition” sounds like something that needs to be defined. +\item 1AC suggested we remove ``sustained'' from the line ``By September 2017, sustained attrition...'' We removed the term. +% % Needs cite: “basic training in the military is a classic example” +\item 1AC requested a citation for ``basic training in the military is a classic example.'' Because the example did not seem necessary, we removed the example entirely. +% 1AC: Experience should not be in quotes, as it is the correct word: +% “Player characters increase in power by collecting “experience” from activities” +\item As suggested by 1AC, We removed the quotes around ``experience'' in the line ``Player characters increase in power by collecting ``experience'' from activities.'' +% 1AC: I have not raided in WoW but I have for over a year in another game, so am curious about the levels for WoW raids: +% “Raids can be attempted at four difficulty levels: “Looking For Raid”, “Normal”, “Heroic,” or “Mythic”.” +% LfR is a level??? That seems weird. +\item 1AC expressed confusion about the reference to the ``Looking For Raid'' difficulty level in section 3.1. LFR, also known as ``Raid Finder,'' is in fact both a raid difficulty level and a grouping tool within \textit{World of Warcraft}. However, we've revised this line to more clearly describe the four raid difficulty levels in WoW: ``Raids can be attempted at several difficulty levels: ``Normal'', ``Heroic,'' or ``Mythic'', as well as a fourth ``Raid Finder'' difficulty that can only be accessed using the game’s Raid Finder system.'' We also very briefly explain what Raid Finder is. +% 1AC: “Encounters with a raid boss usually last between 5 to 10 minutes.” +% Really? Given my experience in other games, that seems unbelievable. Do you have a cite for that? Although it is possible I am just misremembering, it’s been a while since I stopped playing, and raid bosses may be like the fish that got away in my mind: they get bigger as they recede in time. Possibly there is a difference between “trying and wiping a few times” and “did it on the first try.” However, this will depend on how good the raid group is for that encounter in terms of gear and practice with that boss’s specifics (the song and dance, I called it: when the adds come in, who to burn down first, when to run in and when to run away, etc.). +\item 1AC was not convinced that raid boss encounters last between 5 to 10 minutes in the line ``Encounters with a raid boss usually last between 5 to 10 minutes.'' We edited this line to make a more general observation about raid boss encounters: ``Encounters with a raid boss usually last for 5 minutes while more difficult bosses may last longer.'' + +If 1AC believes a citation is needed for this, we could reference the combat logging site like \url{http://www.worldoflogs.com/zone/eu-us/tomb-of-sargeras/kiljaeden} which shows the average time on raid boss encounters. Please let us know if you think we should do this. +% 1AC: On raid member selection: +% “This choice is usually made on the level, experience, and power of the players’ characters.” +% Well, no, that’s wrong. Sure, you can’t use characters that are too low level or too high level. However, really the only considerations are do they have enough power (level and gear) and overall class composition of the raid. You need the right balance of tanks, healers, and dps. +\item We clarified how raid members are selected into raid teams by incorporating 1AC's suggestion on including class composition of the raid. We added a sentence that reads: ``This choice is usually made on the player's level, power of the players' characters derived from their gear, and whether the player's character specializes in a role that fits within the raid team's composition.'' +% 1AC: I don’t understand this: +% “WoW’s affordances make individual recruitment into established guilds difficult” +% My unguilded characters would get occasional whispers to join, but beyond that I don’t understand what you are saying. What about the affordances? +\item We removed the line ``WoW’s affordances make individual recruitment into established guilds difficult'' in 3.2 as we agree with 1AC that it was confusing. This line now just focuses on the general challenges of attracting and retaining members. +% 1AC: I don’t understand this: +% “In response to requests from his ethnographic subjects, he participated in the two post-merger guilds” +% That makes it seem backwards maybe. You should have been asking them to research their guilds, but here it seems like they are asking you. +\item We agree with 1AC that the line ``In response to requests from his ethnographic subjects, he participated in the two post-merger guilds'' was confusing as it did make it seem like the guilds came to us first while it was the other way around. This line has been edited out and the first author's participation in the guilds has been more clearly stated in the methodology and case study sections. +% 1AC: “Within each merger, the guilds were superficially similar to each other.” +% Instead of superficially maybe use “similar to each other in theoretically relevant some ways”. We don’t want a superficial comparison, we want a good comparison, grounded in theory. +\item In section 5, we change the line ``Within each merger, the guilds were superficially similar to each other'' to say the guilds were similar in some empirical and theoretical ways. We agree with 1AC that this comparison should not be superficial and hope that the revision to this line sufficiently addresses their concern. +% 1AC: “Players in Salty Dogs fell under one of two categories” +% Maybe “into” instead of “under”. +\item We changed ``under'' to ``into'' in the line ``Players in Salty Dogs fell under one of two categories'', as requested by 1AC. +% 1AC: “Salty Dogs members often shared strong social bonds outside of the game. “ +% Explain strong social bonds, give some examples. +\item In support of our claim that ``Salty Dogs members often shared strong social bonds outside of the game,'' we added examples of how social bonds were shared outside of WoW, as requested by 1AC. +% 1AC: “organizational culture, a phenomena that has been mostly unstudied by social computing researchers” +% I’m not sure I agree with that, as how do you robustly define who is a social computing researcher? +\item 1AC expressed disagreement with our claim that organizational culture is mostly unstudied by social computing scholars and asked how `social computing scholars' can be robustly defined. While we meant to refer to scholars of online communities in HCI and adjacent fields, we went ahead and removed the line `a phenomena that been mostly unstudied by social computing researchers' as it did not serve an essential purpose. +\end{itemize} + +\section{Other changes not suggested by reviewers} +\label{sec:notrequested} + +We have made several changes that were not suggested by reviewers but that we believe strengthen the manuscript: + +\begin{itemize} + +% Table 1 change to capture both empirical and theoretical characteristics of the guilds in the study + + \item As mentioned above in §\ref{sec:tables}, we reformatted Table 1 to include theoretical categories for the guilds in our study. Table 2 was reformatted to reflect the cultural attributes that emerged from our coding process. + +% Title change to more accurately reflect intended research goals + \item We have changed our title from ``Managing Organizational Culture in Successful Online Group Mergers'' to remove the word ``Successful.'' The new title is ``Managing Organizational Culture in Online Group Mergers.'' We believe this change more accurately frames the intent of our study which compares more and less successful organizational mergers. + + %\subsubsection{Changed one guild pseudonym} + \item Although it was not requested by any of the reviewers, we changed the pseudonym for the guild previously labeled as ``Praise the Sun'' to ``Sun Bros'' which we preferred both because it was slightly shorter and because we felt better reflected the spirit of the non-anonymized name. + + \item In the section \textit{World of Warcraft} Raid Guilds, we replaced ``a chain mail vest or a wizard's ring'' with ``the Robe of Aqueous Command or the Gauntlets of Spiteful Haunting'' in the second paragraph. This was not pointed out by the reviewers, but we noticed that our generic substitutes for actual in-game items does not make sense when we say that these are ``the game's most sought after items.'' We preferred this replacement because we believe it will more accurately describe the empirical setting and the extrinsic factors that motivate players to raid. + + \item Although not pointed out by any of the reviewers, we have added several citations to, and short description of, new work by \citet{tan_tracing_2018} published at ICWSM three weeks ago that shows that new subcommunities on Reddit typically grow by incorporating large number of individuals with shared in experience in other Reddit subcommunities. + + \item We have edited our document to clean up our prose and remove redundant text. +\end{itemize} + + +\section{Requests from reviewers that we did not address} +\label{sec:notmade} + +%%%%%%%%%%%%%%%%%%% Reviewer 4 (AC) + +There were two changes that was requested that we did not make: + +\begin{itemize} + +% “…Salty Dogs had only 11 players on its raid team.” +% You might want, at some point, to mention raid alliances. (Maybe even DKP.) + + \item 1AC suggested that we mention raid alliances or ``DKP.'' We did not see an obvious way to integrate this into our manuscript without it becoming distracting so we have not made this change. We'd welcome more specific direction in this regard. + +% 1AC: In this paragraph: +% “Newcomer socialization has been one of the most important topics in research into online communities [7, 15]. This work has relied heavily on a distinction between collective, institutional practices of socialization and individualized, “on-the-job” socialization [25]. In particular, social computing researchers have sought to evaluate the relevant effectiveness of the two different socialization tactics in different online contexts [15].” +% I am hesitant about “social computing researchers” here because really I think you’re considering, appropriately, all communities: online, offline, and partially mediated. I know of no work that suggests people in communities act differently when any type of media is introduced—maybe they now have different tools and so can take new actions, but technology changes, people don’t. So I think you’re correctly thinking of the larger issue (human behavior) but then make it too narrow in the write-up. + +% 1AC: “Although this process has been studied in organization science, this model of newcomer socialization has received very little attention in social computing research to date.” +% Is there any reason to expect it is any different? I do not think there is one. +% I would also again be hesitant to carve out “social computing research” as if it is its own, distinct, field, with clearly defined and strong boundaries. So much work is interdisciplinary. If you’re studying the sociology of mediated computer use, that’s a bunch of different fields right there (sociology, communication studies, media psychology….). Social computing research, to me, isn’t a new area of study, it’s a collection of specific methods (both new and old, so, scraping, but, regressions, for example, or, ML regressions….) and associated large-scale data. + + \item 1AC voiced skepticism about the way in which we refer to ``social computing researchers'' and ``social computing research'' saying, ``I would again be hesitant to carve out `social computing research' as if it is its own, distinct, field, with clearly defined and strong boundaries.'' + + We agree with the 1AC that social computing is not a distinct field with clearly defined boundaries. We have edited our manuscript to try to avoid giving the perception that we believe it is. That said, although we have removed the phrase from the two places the 1AC pointed out, many other similar references remain. + + % Like most work at CSCW, our work is interdisciplinary. Our paper builds on research in computing, organization studies, game studies, management, communication, sociology, information systems, and more. + + Given that we are submitting to the \textit{ACM Conference on Computer-Supported Cooperative Work and Social Computing}, we felt that the term ``social computing'' was an appropriate way to refer to that audience of scholars interested in online groups and communities to whom this work is primarily targeted. We note that the 1AC's concern may have less to do with our paper and more to do with the term itself and its adoption by CSCW several years ago. Our usage reflects this incorporation of the term into the full name of CSCW. The primary audience for this paper is attendees of CSCW and readers of its proceedings who---although clearly an intellectually diverse bunch---are drawn together by their shared interest in computer-mediated social interaction and organization. + + If 1AC could suggest an alternative way of referring to this scholarly group---or suggest a way to avoid doing so---we are happy to consider additional changes in this regard. + +\end{itemize} + +% NOTE: lets' just not say anything about this one -mako +% “Williams observed that guild mergers were “as contentious as any real world corporate-merger”” +% Well, yes, Dmitri tends to overstate things to make his work seem more important than it is (besides using his work as a citation mill for himself). + +%%%%%%%%%%%%%%%%%% Reviewer 1 (reviewer) + +% In order to be a bit more constructive about this: Literature on online communities has focused on norms and cultural aspects. Research on online communities and organisational studies tends to avoid the concept of 'culture' because it is too vague and difficult to operationalise. It has been more fruitful to look at social capital, norms, rules, regulations, rituals, etc., which are all components of culture. I suggest a look at the following literature: +% Iriberri, A. and Leroy, G., 2009. A life-cycle perspective on online community success. ACM Computing Surveys (CSUR), 41(2), p.11. +% Campbell, J., Fletcher, G. and Greenhill, A., 2009. Conflict and identity shape shifting in an online financial community. Information Systems Journal, 19(5), pp.461-478. + +\bibliographystyle{chicago} +\bibliography{references} +\end{document} diff --git a/cscw_changelogs/2018-orgculture_mergers/references.bib b/cscw_changelogs/2018-orgculture_mergers/references.bib new file mode 100644 index 0000000..5f77a31 --- /dev/null +++ b/cscw_changelogs/2018-orgculture_mergers/references.bib @@ -0,0 +1,1162 @@ + +@article{leonardi_knowledge_2012, + title = {Knowledge management technology as a stage for strategic self-presentation: {Implications} for knowledge sharing in organizations}, + volume = {22}, + issn = {1471-7727}, + shorttitle = {Knowledge management technology as a stage for strategic self-presentation}, + url = {http://www.sciencedirect.com/science/article/pii/S1471772711000510}, + doi = {10.1016/j.infoandorg.2011.10.003}, + abstract = {This article explores why it is often difficult for organizations to capture, store, and share employees' individually held expertise. Drawing on studies of the social construction of expertise and theories of transactive memory systems and self-presentation in computer-mediated environments, we argue that knowledge management technologies are not simple containers for the storage of expertise, but that they are stages upon which individuals enact performances of expertise. Through a longitudinal study of the work of IT technicians we show that users of a knowledge management technology strategically craft their own information entries to position themselves as experts vis-à-vis their coworkers. The data suggest that proactive self-presentations enacted by a few actors early on may spur reactive behaviors of strategic self-presentation across the organization. We explore implications of these findings for theories of transactive memory systems and technology use in organizations.}, + number = {1}, + urldate = {2015-09-23}, + journal = {Information and Organization}, + author = {Leonardi, Paul M. and Treem, Jeffrey W.}, + month = jan, + year = {2012}, + pages = {37--59}, + file = {ScienceDirect Full Text PDF:C\:\\Users\\charl\\Zotero\\storage\\ECUZ9QE2\\Leonardi and Treem - 2012 - Knowledge management technology as a stage for str.pdf:application/pdf} +} + +@incollection{van_maanen_toward_1979, + address = {Greenwich, CT}, + title = {Toward a theory of organizational socialization}, + booktitle = {Research in organizational behavior}, + publisher = {JAI Press}, + author = {Van Maanen, John and {Schein, Edgar H.}}, + editor = {Staw, Barry M.}, + year = {1979}, + pages = {209--264} +} + +@book{kellogg_challenging_2011, + address = {Chicago}, + title = {Challenging operations: medical reform and resistance in surgery}, + isbn = {978-0-226-43002-7 978-0-226-43003-4}, + shorttitle = {Challenging operations}, + language = {English}, + publisher = {University of Chicago Press}, + author = {Kellogg, Katherine C}, + year = {2011}, + note = {OCLC: 780487085}, + file = {Katherine_C._Kellogg_Challenging_Operations_Medical_Reform_and_Resistance_in_Surgery.pdf:C\:\\Users\\charl\\Zotero\\storage\\HAV26A29\\Katherine_C._Kellogg_Challenging_Operations_Medical_Reform_and_Resistance_in_Surgery.pdf:application/pdf} +} + +@article{blackler_frank_knowledge_1993, + title = {Knowledge and the theory of organizations: organizations as activity systems and the reframing of management*}, + volume = {30}, + issn = {0022-2380}, + shorttitle = {Knowledge and the theory of organizations}, + url = {https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1467-6486.1993.tb00470.x}, + doi = {10.1111/j.1467-6486.1993.tb00470.x}, + abstract = {ABSTRACT Recent developments in the theory of knowing and doing contrast with conventional rational?cognitive assumptions about management and organization. This, and the emphasis that is currently being placed on the importance of esoteric knowledge for business success, suggests that a review of the relationship between knowledge, organization and management is timely. Activity theory offers a way of synthesizing and developing relevant notions. the approach has its origins in Russian psychology which endeavoured to avoid the dichotomies between thought and action and between individuals and society which have characterized Western theory. Activity theory examines the nature of practical activities, their social origins, and the nature of the ?activity systems? within which people collaborate. Modifications to Engestrom's contemporary presentation of the approach are suggested, and a theory of organizations as activity systems is offered. the theory reframes management by modelling the recurrent and embedded nature of human activities, by revealing the tentative nature of knowledge and its action orientation, and by highlighting the opportunities for individual and collective development that engagement and dilemma can provide. the article concludes by reviewing implications for the management of knowledge work, organizational capabilities and organizational learning.}, + number = {6}, + urldate = {2018-03-22}, + journal = {Journal of Management Studies}, + author = {{Blackler Frank}}, + month = nov, + year = {1993}, + pages = {863--884} +} + +@article{blackler_knowledge_1995, + title = {Knowledge, knowledge work and organizations: an overview and interpretation}, + volume = {16}, + issn = {0170-8406}, + shorttitle = {Knowledge, {Knowledge} {Work} and {Organizations}}, + url = {https://doi.org/10.1177/017084069501600605}, + doi = {10.1177/017084069501600605}, + abstract = {There is current interest in the competitive advantage that knowledge may provide for organizations and in the significance of knowledge workers, organ izational competencies and knowledge-intensive firms. Yet the concept of knowledge is complex and its relevance to organization theory has been insuf ficiently developed. The paper offers a review and critique of current approaches, and outlines an alternative. First, common images of knowledge in the organizational literature as embodied, embedded, embrained, encultured and encoded are identified and, to summarize popular writings on knowledge work, a typology of organizations and knowledge types is constructed. How ever, traditional assumptions about knowledge, upon which most current speculation about organizational knowledge is based, offer a compartmental ized and static approach to the subject. Drawing from recent studies of the impact of new technologies and from debates in philosophy, linguistics, social theory and cognitive science, the second part of the paper introduces an altern ative. Knowledge (or, more appropriately, knowing) is analyzed as an active process that is mediated, situated, provisional, pragmatic and contested. Rather than documenting the types of knowledge that capitalism currently demands the approach suggests that attention should be focused on the (culturally located) systems through which people achieve their knowing, on the changes that are occurring within such systems, and on the processes through which new knowledge may be generated.}, + language = {en}, + number = {6}, + urldate = {2018-03-22}, + journal = {Organization Studies}, + author = {Blackler, Frank}, + month = nov, + year = {1995}, + pages = {1021--1046}, + file = {Blackler - 1995 - Knowledge, knowledge work and organizations an ov.pdf:C\:\\Users\\charl\\Zotero\\storage\\7K7ZE6KS\\Blackler - 1995 - Knowledge, knowledge work and organizations an ov.pdf:application/pdf;blackler1993.pdf:C\:\\Users\\charl\\Zotero\\storage\\3XK67RTG\\blackler1993.pdf:application/pdf} +} + +@article{blackler_post-modern_1994, + title = {Post(-)modern organizations: understanding how cscw affects organizations}, + volume = {9}, + issn = {0268-3962, 1466-4437}, + shorttitle = {Post(-)modern organizations}, + url = {https://link.springer.com/article/10.1057/jit.1994.13}, + doi = {10.1057/jit.1994.13}, + abstract = {The paper reviews the ways organizations are thought to be changing as a result of Computer Supported Cooperative Work (CSCW). While claims which exaggerate the impact of technological changes should not be taken seriously, within the context of current developments in world capitalism CSCW assumes particular importance raising cultural and organizational problems at least as much as economic and technological ones. The flexibility, variety and disorder associated with ‘post-modern’ organizations (i.e. organizations characteristic of the epoch after modernism) necessitate the adoption of ‘postmodern’ approaches to understanding (i.e. approaches to the theory of knowledge developed in linguistics and philosophy) which emphasise the significance of communication, interpretation, improvization, negotiation and learning processes. The suggestion is that, for the impact of CSCW to be understood, conventional theories of organization should be replaced by theories of collective activity.}, + language = {en}, + number = {2}, + urldate = {2018-03-22}, + journal = {Journal of Information Technology}, + author = {Blackler, Frank}, + month = jun, + year = {1994}, + pages = {129--136}, + file = {Blackler - 1994 - Post(-)modern organizations understanding how csc.pdf:C\:\\Users\\charl\\Zotero\\storage\\RDW57K34\\Blackler - 1994 - Post(-)modern organizations understanding how csc.pdf:application/pdf} +} + +@article{clases_steps_2002, + title = {Steps across the border –cooperation, knowledge production and systemsdesign}, + volume = {11}, + issn = {0925-9724}, + url = {https://doi.org/10.1023/A:1015207530896}, + doi = {10.1023/A:1015207530896}, + abstract = {The computer support of cooperation and +knowledge production across socially +distributed activity systems has become an +important topic in the context of the discourse +on ``knowledge management''. The present article +will draw on concepts of cultural-historical +activity theory to discuss the problem of how +the notion of ``knowledge'' is conceptualized and +implicitly implemented in computer systems to +support knowledge management, often neglecting +the social embeddedness of knowledge production +in everyday work practices. From the point of +view of cultural-historical activity theory we +would propose to look upon the generation of +knowledge as a process embedded in socially +distributed activities that are constantly +being reproduced and transformed in and between +specific communities of practice. We will +present a model of cooperation that relates +processual and structural aspects of joint +activity. Methodologically, it draws on the +analysis of unexpected events in the course of +joint activity. Our model also proposes to use +forums for co-construction to make visible +different perspectives in the process of +software design. The concept of cooperative +model production is highlighted as a means to +mediate, not to eliminate, differences of +perspectives involved in the course of systems +design. An empirical example will be given in +which the repertory-grid technique is used to +visualize similarities and differences of +potential users' viewpoints and requirements in +early stages of systems design.}, + number = {1-2}, + urldate = {2018-03-22}, + journal = {Comput. Supported Coop. Work}, + author = {Clases, Christoph and Wehner, Theo}, + month = apr, + year = {2002}, + keywords = {activity theory, CSCW, methodology, knowledge, cooperation, co-construction, difference, unexpected events, work psychology}, + pages = {39--54}, + file = {Clases and Wehner - 2002 - Steps across the border –cooperation, knowledge pr.pdf:C\:\\Users\\charl\\Zotero\\storage\\WFQUK6DF\\Clases and Wehner - 2002 - Steps across the border –cooperation, knowledge pr.pdf:application/pdf} +} + +@inproceedings{crenshaw_it_2016, + address = {Koloa, Hawaii}, + title = {"{It} was more than just the game, it was the community": social affordances in online games}, + isbn = {978-0-7695-5670-3}, + shorttitle = {"{It} {Was} {More} {Than} {Just} the {Game}, {It} {Was} the {Community}"}, + url = {http://ieeexplore.ieee.org/document/7427655/}, + doi = {10.1109/HICSS.2016.471}, + abstract = {We analyze social affordances from World of Warcraft (WoW), a massively multiplayer online role-playing game (MMO). These affordances contributed to community development and social experiences. To reduce the time needed to play and make gameplay easier, expansions to the game removed or altered many affordances. The changes were appealing to some, but diminished social experience, to the dismay of other players. As social life continues to move into virtual worlds of all kinds, we argue that developers should provide different versions of virtual worlds to broaden the kinds of social experiences possible. We examine “private servers” as a form of resistance, where players create their own versions of the game to accommodate their play preferences.}, + urldate = {2018-03-19}, + booktitle = {Proceedings of the 49th {Hawaii} {International} {Conference} on {System} {Sciences} ({HICSS})}, + publisher = {IEEE Computer Society}, + author = {Crenshaw, Nicole and Nardi, Bonnie}, + month = jan, + year = {2016}, + note = {00006}, + pages = {3781--3790}, + file = {Crenshaw and Nardi - 2016 - It Was More Than Just the Game, It Was the Commun.pdf:/home/mako/zotero_istek/storage/VY4E4JMY/Crenshaw and Nardi - 2016 - It Was More Than Just the Game, It Was the Commun.pdf:application/pdf} +} + +@article{schein_culture:_1996, + title = {Culture: the missing concept in organization studies}, + volume = {41}, + issn = {00018392}, + shorttitle = {Culture}, + url = {http://www.jstor.org/stable/2393715?origin=crossref}, + doi = {10.2307/2393715}, + number = {2}, + urldate = {2018-03-19}, + journal = {Administrative Science Quarterly}, + author = {Schein, Edgar H.}, + month = jun, + year = {1996}, + note = {02078}, + pages = {229}, + file = {Schein - 1996 - Culture The Missing Concept in Organization Studi.pdf:C\:\\Users\\charl\\Zotero\\storage\\YXFM2NNX\\Schein - 1996 - Culture The Missing Concept in Organization Studi.pdf:application/pdf} +} + +@article{johnson_human_2009, + title = {Human group formation in online guilds and offline gangs driven by common team dynamic}, + volume = {79}, + issn = {1539-3755, 1550-2376}, + url = {http://arxiv.org/abs/0812.2299}, + doi = {10.1103/PhysRevE.79.066117}, + abstract = {Quantifying human group dynamics represents a unique challenge. Unlike animals and other biological systems, humans form groups in both real (offline) and virtual (online) spaces -- from potentially dangerous street gangs populated mostly by disaffected male youths, through to the massive global guilds in online role-playing games for which membership currently exceeds tens of millions of people from all possible backgrounds, age-groups and genders. We have compiled and analyzed data for these two seemingly unrelated offline and online human activities, and have uncovered an unexpected quantitative link between them. Although their overall dynamics differ visibly, we find that a common team-based model can accurately reproduce the quantitative features of each simply by adjusting the average tolerance level and attribute range for each population. By contrast, we find no evidence to support a version of the model based on like-seeking-like (i.e. kinship or `homophily').}, + number = {6}, + urldate = {2018-03-17}, + journal = {Physical Review E}, + author = {Johnson, Neil F. and Xu, Chen and Zhao, Zhenyuan and Ducheneaut, Nicolas and Yee, Nicholas and Tita, George and Hui, Pak Ming}, + month = jun, + year = {2009}, + note = {00084 +arXiv: 0812.2299}, + keywords = {Physics - Biological Physics, Physics - Physics and Society, Quantitative Biology - Populations and Evolution}, + file = {arXiv\:0812.2299 PDF:C\:\\Users\\charl\\Zotero\\storage\\QEJMMU5G\\Johnson et al. - 2009 - Human group formation in online guilds and offline.pdf:application/pdf;arXiv.org Snapshot:C\:\\Users\\charl\\Zotero\\storage\\A6YGGRTN\\0812.html:text/html} +} + +@inproceedings{bardzell_come_2012, + address = {New York, NY, USA}, + series = {{CSCW} '12}, + title = {Come meet me at ulduar: progression raiding in world of warcraft}, + isbn = {978-1-4503-1086-4}, + shorttitle = {Come {Meet} {Me} at {Ulduar}}, + url = {http://doi.acm.org/10.1145/2145204.2145296}, + doi = {10.1145/2145204.2145296}, + abstract = {In spite of decades of research on virtual worlds, our understanding of one popular form of virtual world behavior - raiding - remains limited. Raiding is important because it entails intense, high-risk, and complex collaborative behaviors in computer-mediated environments. This paper contributes to CSCW literature by offering a longitudinal analysis of raiding behavior using system data manually collected from the game world itself, comparing two raiding teams as they worked through the same content. Supplemented with interviews and chat transcripts, this research sheds light on what actually happens during raids across four different temporal scales: seconds, hours, days, and months. It also distinguishes between behaviors that are imposed by the system design and those chosen by players. Finally, it derives two viable raiding styles from the data.}, + urldate = {2018-03-17}, + booktitle = {Proceedings of the {ACM} 2012 {Conference} on {Computer} {Supported} {Cooperative} {Work}}, + publisher = {ACM}, + author = {Bardzell, Jeffrey and Nichols, Jeffrey and Pace, Tyler and Bardzell, Shaowen}, + year = {2012}, + keywords = {virtual teams, failure, hci, raids}, + pages = {603--612}, + file = {Bardzell et al. - 2012 - Come meet me at Ulduar progression raiding in wor.pdf:C\:\\Users\\charl\\Zotero\\storage\\TFVAJISC\\Bardzell et al. - 2012 - Come meet me at Ulduar progression raiding in wor.pdf:application/pdf} +} + +@article{mark_conventions_2002, + title = {Conventions and commitments in distributed cscw groups}, + volume = {11}, + issn = {0925-9724, 1573-7551}, + url = {https://link.springer.com/article/10.1023/A:1021289427473}, + doi = {10.1023/A:1021289427473}, + abstract = {Conventions are necessary to establish in any recurrentcooperative arrangement. In electronic work, they are importantso as to regulate the use of shared objects. Based on empiricalresults from a long-term study of a group cooperating inelectronic work, I present examples showing that the group failedto develop normative convention behavior. These difficulties informing conventions can be attributed to a long list of factors:the lack of clear precedents, different perspectives among groupmembers, a flexible cooperation media, limited communication, thedesign process, and discontinuous cooperation. Further, I arguethat commitments to the conventions were difficult, due to theconventions not reaching an acceptance threshold, uneven payoffs,and weak social influences. The empirical results call for aspecific set of awareness information requirements to promoteactive learning about the group activity in order to support thearticulation of conventions. The requirements focus on the roleof feedback as a powerful mechanism for shaping and learningabout group behavior.}, + language = {en}, + number = {3-4}, + urldate = {2018-03-17}, + journal = {Computer Supported Cooperative Work (CSCW)}, + author = {Mark, Gloria}, + month = sep, + year = {2002}, + note = {00126}, + pages = {349--387}, + file = {Snapshot:C\:\\Users\\charl\\Zotero\\storage\\XMB5JDZW\\10.html:text/html} +} + +@book{harrison_culture_2006, + address = {Princeton, N.J}, + title = {Culture and demography in organizations}, + isbn = {978-0-691-12482-7}, + abstract = {How do corporations and other organizations maintain and transmit their cultures over time? Culture and Demography in Organizations offers the most reliable and comprehensive answer to this complex question to date. The first book on the subject to ground its analysis in mathematical tools and computer simulation, it goes beyond standard approaches, which focus on socialization within organizations, by explicitly considering the effects of demographic processes of entry, exit, and organizational growth. J. Richard Harrison and Glenn R. Carroll base their analysis on a formal model with three components: hiring, socialization, and employee turnover. In exploring the model's implications through computer simulation methods, the authors cover topics such as organizational growth and decline, top management teams, organizational influence networks, terrorist organizations, cultural integration following mergers, and organizational failure. For each topic, they identify the conditions influencing cultural transmission. In general, they find that demographic processes play a central role in influencing organizational culture and that studying these processes leads to some surprising insights unavailable when considering socialization alone. This book, which also serves as an ideal introduction to the increasingly popular use of computer simulation, will be an indispensable resource for scholars and students of organization theory and behavior, cultural studies, strategic management, sociology, economics, and social simulation.}, + language = {English}, + publisher = {Princeton University Press}, + author = {Harrison, J. Richard and Carroll, Glenn R.}, + month = jan, + year = {2006}, + note = {00125} +} + +@article{weber_cultural_2003, + title = {Cultural conflict and merger failure: an experimental approach}, + volume = {49}, + issn = {0025-1909}, + shorttitle = {Cultural {Conflict} and {Merger} {Failure}}, + url = {http://www.jstor.org/stable/4133947}, + doi = {10.1287/mnsc.49.4.400.14430}, + abstract = {We use laboratory experiments to explore merger failure due to conflicting organizational cultures. We introduce a laboratory paradigm for studying organizational culture that captures several key elements of the phenomenon. In our experiments, we allow subjects in "firms" to develop a culture, and then merge two firms. As expected, performance decreases following the merging of two laboratory firms. In addition, subjects overestimate the performance of the merged firm and attribute the decrease in performance to members of the other firm rather than to situational difficulties created by conflicting culture.}, + number = {4}, + urldate = {2018-03-17}, + journal = {Management Science}, + author = {Weber, Roberto A. and Camerer, Colin F.}, + year = {2003}, + note = {00619}, + pages = {400--415}, + file = {Weber and Camerer - 2003 - Cultural Conflict and Merger Failure An Experimen.pdf:C\:\\Users\\charl\\Zotero\\storage\\IPH7IHSB\\Weber and Camerer - 2003 - Cultural Conflict and Merger Failure An Experimen.pdf:application/pdf} +} + +@article{kaptelinin_acting_2007, + title = {Acting with technology: {Activity} theory and interaction design}, + volume = {12}, + issn = {13960466}, + shorttitle = {Acting with technology}, + url = {http://journals.uic.edu/ojs/index.php/fm/article/view/1772}, + doi = {10.5210/fm.v12i4.1772}, + number = {4}, + urldate = {2018-03-16}, + journal = {First Monday}, + author = {Kaptelinin, Victor and Nardi, Bonnie}, + month = apr, + year = {2007}, + note = {01659}, + file = {Kaptelinin and Nardi - 2007 - Acting with technology Activity theory and intera.pdf:C\:\\Users\\charl\\Zotero\\storage\\S4AAGDUX\\Kaptelinin and Nardi - 2007 - Acting with technology Activity theory and intera.pdf:application/pdf} +} + +@inproceedings{ducheneaut_alone_2006, + address = {New York, NY, USA}, + series = {{CHI} '06}, + title = {"{Alone} together?": exploring the social dynamics of massively multiplayer online games}, + isbn = {978-1-59593-372-0}, + shorttitle = {"{Alone} {Together}?}, + url = {http://doi.acm.org/10.1145/1124772.1124834}, + doi = {10.1145/1124772.1124834}, + abstract = {Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences. In this paper, we use longitudinal data collected directly from the game to examine play and grouping patterns in one of the largest MMOGs: World of Warcraft. Our observations show that the prevalence and extent of social activities in MMOGs might have been previously over-estimated, and that gaming communities face important challenges affecting their cohesion and eventual longevity. We discuss the implications of our findings for the design of future games and other online social spaces.}, + urldate = {2018-03-17}, + booktitle = {Proceedings of the {SIGCHI} {Conference} on {Human} {Factors} in {Computing} {Systems}}, + publisher = {ACM}, + author = {Ducheneaut, Nicolas and Yee, Nicholas and Nickell, Eric and Moore, Robert J.}, + year = {2006}, + keywords = {online communities, massively multiplayer online games, activity metrics, social dynamics, Online Communities, quantitative, MUDs}, + pages = {407--416}, + file = {ACM Full Text PDF:C\:\\Users\\charl\\Zotero\\storage\\ZMRDXAKE\\Ducheneaut et al. - 2006 - Alone Together Exploring the Social Dynamics o.pdf:application/pdf;Ducheneaut et al. - 2006 - Alone together exploring the social dynamics o.pdf:C\:\\Users\\charl\\Zotero\\storage\\SXB825WY\\Ducheneaut et al. - 2006 - Alone together exploring the social dynamics o.pdf:application/pdf} +} + +@article{orlikowski_technology_2001, + title = {Technology and institutions: what can research on information technology and research on organizations learn from each other?}, + volume = {25}, + issn = {0276-7783}, + shorttitle = {Technology and {Institutions}}, + url = {http://dx.doi.org/10.2307/3250927}, + doi = {10.2307/3250927}, + abstract = {We argue that because of important epistemological differences between the fields of information technology and organization studies, much can be gained from greater interaction between them. In particular, we argue that information technology research can benefit from incorporating institutional analysis from organization studies, while organization studies can benefit even more by following the lead of information technology research in taking the material properties of technologies into account. We further suggest that the transformations currently occurring in the nature of work and organizing cannot be understood without considering both the technological changes and the institutional contexts that are reshaping economic and organizational activity. Thus, greater interaction between the fields of information technology and organization studies should be viewed as more than a matter of enrichment. In the intellectual engagement of these two fields lies the potential for an important fusion of perspectives, a fusion more carefully attuned to explaining the nature and consequences of the techno-social phenomena that increasingly pervade our lives.}, + number = {2}, + urldate = {2018-01-16}, + journal = {MIS Q.}, + author = {Orlikowski, Wanda J. and Barley, Stephen R.}, + month = jun, + year = {2001}, + keywords = {information technology, technological change, epistemology, institutional analysis, organization studies, research agenda}, + pages = {145--165}, + file = {Orlikowski and Barley - 2001 - Technology and Institutions What Can Research on .pdf:C\:\\Users\\charl\\Zotero\\storage\\7ZR6CMKJ\\Orlikowski and Barley - 2001 - Technology and Institutions What Can Research on .pdf:application/pdf} +} + +@article{foot_cultural-historical_2014, + title = {Cultural-historical activity theory: exploring a theory to inform practice and research}, + volume = {24}, + issn = {1091-1359}, + shorttitle = {Cultural-{Historical} {Activity} {Theory}}, + url = {https://doi.org/10.1080/10911359.2013.831011}, + doi = {10.1080/10911359.2013.831011}, + abstract = {Cultural-historical activity theory (CHAT) is one of several practice-based approaches that provide a robust framework for analyzing professional work practices, including social service provision (Julkunen, 2011, 2013). By offering a multi-dimensional, systemic approach that includes both psychological motives and all kinds of tools, as well as the always-present dynamics of power, money, culture, and history, CHAT enables researchers to analyze complex and evolving professional practices and practitioners to engage in reflective research. This article provides an overview of CHAT as a framework for practice-based research in social work.}, + number = {3}, + urldate = {2018-03-23}, + journal = {Journal of Human Behavior in the Social Environment}, + author = {Foot, Kirsten A.}, + month = apr, + year = {2014}, + keywords = {activity theory, Practical theory, practice research}, + pages = {329--347}, + file = {Foot - 2014 - Cultural-Historical Activity Theory Exploring a T.pdf:C\:\\Users\\charl\\Zotero\\storage\\Z2XYBK57\\Foot - 2014 - Cultural-Historical Activity Theory Exploring a T.pdf:application/pdf;Snapshot:C\:\\Users\\charl\\Zotero\\storage\\QTJYA7ZV\\10911359.2013.html:text/html;Snapshot:C\:\\Users\\charl\\Zotero\\storage\\MQJ7AB7W\\10911359.2013.html:text/html} +} + +@inproceedings{nardi_strangers_2006, + address = {New York, NY, USA}, + series = {{CSCW} '06}, + title = {Strangers and friends: collaborative play in world of warcraft}, + isbn = {978-1-59593-249-5}, + shorttitle = {Strangers and {Friends}}, + url = {http://doi.acm.org/10.1145/1180875.1180898}, + doi = {10.1145/1180875.1180898}, + abstract = {We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the "gold standard" of Gemeinschaft-like communities of close relations in tightknit groups. We suggest populations for whom similar games could be designed.}, + urldate = {2018-03-17}, + booktitle = {Proceedings of the 2006 20th {Anniversary} {Conference} on {Computer} {Supported} {Cooperative} {Work}}, + publisher = {ACM}, + author = {Nardi, Bonnie and Harris, Justin}, + year = {2006}, + keywords = {MMOGs, community, gemeinschaft, learning, multiplayer games, play, social isolation, social ties}, + pages = {149--158}, + file = {Nardi and Harris - 2009 - Strangers and Friends Collaborative Play in World.pdf:C\:\\Users\\charl\\Zotero\\storage\\ZX76YRBK\\Nardi and Harris - 2009 - Strangers and Friends Collaborative Play in World.pdf:application/pdf} +} + +@inproceedings{dourish_implications_2006, + address = {New York, New York}, + title = {Implications for design}, + isbn = {1-59593-372-7}, + url = {http://doi.acm.org/10.1145/1124772.1124855}, + doi = {10.1145/1124772.1124855}, + abstract = {Although ethnography has become a common approach in HCI research and design, considerable confusion still attends both ethnographic practice and the criteria by which it should be evaluated in HCI. Often, ethnography is seen as an approach to field investigation that can generate requirements for systems development; by that token, the major evaluative criterion for an ethnographic study is the implications it can provide for design. Exploring the nature of ethnographic inquiry, this paper suggests that "implications for design" may not be the best metric for evaluation and may, indeed, fail to capture the value of ethnographic investigations.}, + urldate = {2015-07-02}, + booktitle = {Proceedings of the {SIGCHI} {Conference} on {Human} {Factors} in {Computing} {Systems} ({CHI} '06)}, + publisher = {ACM}, + author = {Dourish, Paul}, + year = {2006}, + keywords = {design, ethnography}, + pages = {541--550}, + file = {Dourish - 2006 - Implications for Design.pdf:C\:\\Users\\charl\\Zotero\\storage\\X7QBLYRQ\\Dourish - 2006 - Implications for Design.pdf:application/pdf} +} + +@inproceedings{vincent_examining_2018, + address = {New York, NY, USA}, + series = {{CHI} '18}, + title = {Examining {Wikipedia} {With} a {Broader} {Lens}: {Quantifying} the {Value} of {Wikipedia}'s {Relationships} with {Other} {Large}-{Scale} {Online} {Communities}}, + isbn = {978-1-4503-5620-6}, + shorttitle = {Examining {Wikipedia} {With} a {Broader} {Lens}}, + url = {http://doi.acm.org/10.1145/3173574.3174140}, + doi = {10.1145/3173574.3174140}, + abstract = {The extensive Wikipedia literature has largely considered Wikipedia in isolation, outside of the context of its broader Internet ecosystem. Very recent research has demonstrated the significance of this limitation, identifying critical relationships between Google and Wikipedia that are highly relevant to many areas of Wikipedia-based research and practice. This paper extends this recent research beyond search engines to examine Wikipedia's relationships with large-scale online communities, Stack Overflow and Reddit in particular. We find evidence of consequential, albeit unidirectional relationships. Wikipedia provides substantial value to both communities, with Wikipedia content increasing visitation, engagement, and revenue, but we find little evidence that these websites contribute to Wikipedia in return. Overall, these findings highlight important connections between Wikipedia and its broader ecosystem that should be considered by researchers studying Wikipedia. Critically, our results also emphasize the key role that volunteer-created Wikipedia content plays in improving other websites, even contributing to revenue generation.}, + urldate = {2018-04-24}, + booktitle = {Proceedings of the 2018 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}}, + publisher = {ACM}, + author = {Vincent, Nicholas and Johnson, Isaac and Hecht, Brent}, + year = {2018}, + keywords = {online communities, peer production, reddit, stack overflow, wikipedia}, + pages = {566:1--566:13}, + file = {Vincent et al. - 2018 - Examining Wikipedia With a Broader Lens Quantifyi.pdf:C\:\\Users\\charl\\Zotero\\storage\\8YF9QUFS\\Vincent et al. - 2018 - Examining Wikipedia With a Broader Lens Quantifyi.pdf:application/pdf} +} + +@article{blackler_organizing_2000, + title = {Organizing processes in complex activity networks}, + volume = {7}, + issn = {1350-5084}, + url = {https://doi.org/10.1177/135050840072005}, + doi = {10.1177/135050840072005}, + abstract = {This paper analyses practice as activity and develops a frame-work for analysing organizations as networks of activity systems. The approach is applied in a study of a high technology company. Key tensions in the organization are outlined and a comparative study of three strategy development teams is described. Activity theory provides the means to analyse organizations as distributed, decentred and emergent knowledge systems. It is suggested that the processes of `perspective making', `perspective taking' and `perspective shaping' are central to the integration of different expert groups that need to co-operate in the pursuit of multiple, perhaps competing, objectives.}, + language = {en}, + number = {2}, + urldate = {2018-04-02}, + journal = {Organization}, + author = {Blackler, Frank and Crump, Norman and McDonald, Seonaidh}, + month = may, + year = {2000}, + pages = {277--300}, + file = {SAGE PDF Full Text:C\:\\Users\\charl\\Zotero\\storage\\GAI9SUBQ\\Blackler et al. - 2000 - Organizing Processes in Complex Activity Networks.pdf:application/pdf} +} + +@article{golub_being_2010, + title = {Being in the world (of warcraft): raiding, realism, and knowledge production in a massively multiplayer online game}, + volume = {83}, + issn = {1534-1518}, + shorttitle = {Being in the {World} (of {Warcraft})}, + url = {http://muse.jhu.edu/content/crossref/journals/anthropological_quarterly/v083/83.1.golub.html}, + doi = {10.1353/anq.0.0110}, + language = {en}, + number = {1}, + urldate = {2018-03-18}, + journal = {Anthropological Quarterly}, + author = {Golub, Alex}, + year = {2010}, + pages = {17--45}, + file = {Alex Golub - 2010 - Being in the World (of Warcraft) Raiding, Realism.pdf:C\:\\Users\\charl\\Zotero\\storage\\IUQR8YDD\\Alex Golub - 2010 - Being in the World (of Warcraft) Raiding, Realism.pdf:application/pdf} +} + +@article{terry_-group_1998, + title = {In-group bias in response to an organizational merger}, + volume = {2}, + doi = {10.1037/1089-2699.2.2.67}, + abstract = {The present research examined the extent of in-group bias in response to a planned organizational merger. Data were collected from 1,104 employees of 2 hospitals intending to merge—a high-status metropolitan teaching hospital and a relatively low-status local area hospital. As predicted from social identity theory, there was clear evidence of in-group bias, particularly among the employees of the lower status hospital on the dimensions irrelevant to the status differentiation between hospitals. On the status-relevant dimensions, in-group bias was significantly more marked among the employees of the high-status hospital. Also, as predicted, perceived threat was related to in-group bias on the status-irrelevant dimensions among the low-status employees. The present results indicate that managers need to be cognizant of the intergroup rivalry that is likely to be engendered in the context of an organizational merger, particularly among the employees of the lower status organization. (PsycINFO Database Record (c) 2012 APA, all rights reserved)}, + journal = {Group Dynamics: Theory, Research, and Practice}, + author = {Terry, Deborah and Callan, Victor}, + month = jun, + year = {1998}, + pages = {67--81} +} + +@inproceedings{ducheneaut_life_2007, + address = {New York, NY, USA}, + series = {{CHI} '07}, + title = {The life and death of online gaming communities: a look at guilds in world of warcraft}, + isbn = {978-1-59593-593-9}, + shorttitle = {The {Life} and {Death} of {Online} {Gaming} {Communities}}, + url = {http://doi.acm.org/10.1145/1240624.1240750}, + doi = {10.1145/1240624.1240750}, + abstract = {Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics online. In particular, players must form persistent associations or "guilds" to coordinate their actions and accomplish the games' toughest objectives. Managing a guild, however, is notoriously difficult and many do not survive very long. In this paper, we examine some of the factors that could explain the success or failure of a game guild based on more than a year of data collected from five World of Warcraft servers. Our focus is on structural properties of these groups, as represented by their social networks and other variables. We use this data to discuss what games can teach us about group dynamics online and, in particular, what tools and techniques could be used to better support gaming communities.}, + urldate = {2018-03-17}, + booktitle = {Proceedings of the {SIGCHI} {Conference} on {Human} {Factors} in {Computing} {Systems}}, + publisher = {ACM}, + author = {Ducheneaut, Nicolas and Yee, Nicholas and Nickell, Eric and Moore, Robert J.}, + year = {2007}, + keywords = {online communities, data analysis tools, group dynamics, massively multiplayer online games, social networks}, + pages = {839--848}, + file = {Ducheneaut et al. - 2007 - The life and death of online gaming communities a.pdf:C\:\\Users\\charl\\Zotero\\storage\\SSRR8DCD\\Ducheneaut et al. - 2007 - The life and death of online gaming communities a.pdf:application/pdf} +} + +@book{nardi_my_2009, + address = {Ann Arbor, Michigan}, + title = {My life as a night elf priest: an anthropological account of {World} of {Warcraft}}, + isbn = {978-0-472-90043-5}, + shorttitle = {My {Life} as a {Night} {Elf} {Priest}}, + url = {http://hdl.handle.net/2027/spo.8008655.0001.001}, + publisher = {University of Michigan}, + author = {Nardi, Bonnie A.}, + year = {2009}, + file = {My Life as a Night Elf Priest\: An Anthropological Account of World of Warcraft:C\:\\Users\\charl\\Zotero\\storage\\2D27S3QY\\text-idx.html:text/html} +} + +@article{terry_employee_2001, + title = {Employee adjustment to an organizational merger: an intergroup perspective}, + volume = {27}, + issn = {0146-1672}, + shorttitle = {Employee {Adjustment} to an {Organizational} {Merger}}, + url = {https://doi.org/10.1177/0146167201273001}, + doi = {10.1177/0146167201273001}, + abstract = {Adopting an intergroup perspective, the research was designed to examine predictors of employee responses to an organizational merger. Data were collected from 465 fleet staff employed in a newly merged airline company. As predicted from social identity theory, the negative effects of the merger were most marked for employees of the low-status premerger organization. Also, as predicted, the perception of permeable intergroup boundaries in the new organization was associated positively with identification with the new organization and both job-related and person-related outcomes among employees of the low-status premerger organization but negatively with person-related outcomes among employees of the high-status premerger organization. As predicted, there was some evidence that the main and interactive effects involving status, perceived permeability, and intergroup contact on employee adjustment were mediated through strength of identification with the new organization.}, + language = {en}, + number = {3}, + urldate = {2018-03-21}, + journal = {Personality and Social Psychology Bulletin}, + author = {Terry, Deborah J. and Carey, Craig J. and Callan, Victor J.}, + month = mar, + year = {2001}, + pages = {267--280} +} + +@article{williams_internet_2005, + title = {Internet fantasy violence: a test of aggression in an online game}, + volume = {72}, + issn = {0363-7751, 1479-5787}, + shorttitle = {Internet {Fantasy} {Violence}}, + url = {http://www.tandfonline.com/doi/abs/10.1080/03637750500111781}, + doi = {10.1080/03637750500111781}, + language = {en}, + number = {2}, + urldate = {2018-03-19}, + journal = {Communication Monographs}, + author = {Williams, Dmitri and Skoric, Marko}, + month = jun, + year = {2005}, + pages = {217--233}, + file = {Williams and Skoric - 2005 - Internet Fantasy Violence A Test of Aggression in.pdf:C\:\\Users\\charl\\Zotero\\storage\\YDLQERYC\\Williams and Skoric - 2005 - Internet Fantasy Violence A Test of Aggression in.pdf:application/pdf} +} + +@inproceedings{thom-santelli_organizational_2011, + address = {New York, NY, USA}, + series = {{CSCW} '11}, + title = {Organizational acculturation and social networking}, + isbn = {978-1-4503-0556-3}, + url = {http://doi.acm.org/10.1145/1958824.1958871}, + doi = {10.1145/1958824.1958871}, + abstract = {For large global enterprises, providing adequate resources for organizational acculturation, the process in which employees learn about an organization's culture, remains a challenge. We present results from a survey of 802 users from an enterprise social networking site that identifies two groups of employees (new to the company and geographically distant from headquarters) that perceive higher benefit from using a SNS to learn about the organization's values and beliefs. In addition, we observe regional differences in viewing behaviors between two groups of new employees. These results suggest that a SNS can also potentially contribute to the information-seeking and sense-making activities that underlie organization acculturation.}, + urldate = {2018-03-17}, + booktitle = {Proceedings of the {ACM} 2011 {Conference} on {Computer} {Supported} {Cooperative} {Work}}, + publisher = {ACM}, + author = {Thom-Santelli, Jennifer and Millen, David R. and Gergle, Darren}, + year = {2011}, + keywords = {organization acculturation, social networking}, + pages = {313--316} +} + +@inproceedings{dabbish_communication_2012, + address = {New York, NY, USA}, + series = {{CHI} '12}, + title = {Communication and commitment in an online game team}, + isbn = {978-1-4503-1015-4}, + url = {http://doi.acm.org/10.1145/2207676.2208529}, + doi = {10.1145/2207676.2208529}, + abstract = {Theories about commitment in online settings and empirical evidence from offline environments suggest that greater communication in online groups should lead members to become more committed and participate longer. However, experimental evidence is sparse, in part because of difficulties inducing communication online. Moreover, previous work has not identified the route by which communication leads to increased commitment. In this paper, we investigated whether task versus social communication modeled by a leader versus a peer influenced the amount that group members talked and their willingness to continue participating in the group. We conducted an experiment within ad hoc groups in the online game World of Warcraft. Results suggest that communication early in a group's history causes members to talk more later on and that the early communication increases their commitment through its influence on group atmosphere rather than through increased member participation. Social communication by a peer is especially valuable in increasing commitment.}, + urldate = {2018-03-17}, + booktitle = {Proceedings of the {SIGCHI} {Conference} on {Human} {Factors} in {Computing} {Systems}}, + publisher = {ACM}, + author = {Dabbish, Laura and Kraut, Robert and Patton, Jordan}, + year = {2012}, + keywords = {commitment, communication, conversation, online games, status, virtual teams}, + pages = {879--888}, + file = {Dabbish et al. - 2012 - Communication and commitment in an online game tea.pdf:C\:\\Users\\charl\\Zotero\\storage\\M2EYEDAE\\Dabbish et al. - 2012 - Communication and commitment in an online game tea.pdf:application/pdf} +} + +@unpublished{choi_matching_2008, + address = {Human-Computer Interaction Institute, Carnegie Mellon University, Pittsburgh, Pennsylvania}, + type = {Working {Paper}}, + title = {Matching people and groups: {Recruitment} and selection in online games}, + url = {http://repository.cmu.edu/hcii/92}, + author = {Choi, Bo and Kraut, Robert and Fichman, Mark}, + month = jan, + year = {2008}, + file = {Choi et al. - 2008 - Matching People and Groups\; Recruitment and Select.pdf:C\:\\Users\\charl\\Zotero\\storage\\BN2EE695\\Choi et al. - 2008 - Matching People and Groups\; Recruitment and Select.pdf:application/pdf} +} + +@article{carroll_come_2002, + series = {Organisational {Processes}}, + title = {Come together? {The} organizational dynamics of post-merger cultural integration}, + volume = {10}, + issn = {1569-190X}, + shorttitle = {Come together?}, + url = {http://www.sciencedirect.com/science/article/pii/S1569190X02000904}, + doi = {10.1016/S1569-190X(02)00090-4}, + abstract = {Cultural integration of two organizations following an acquisition depends on the compatibility of the contents of their respective cultures as well as the demographic flows of persons into and out of the new entity. Conducting simulations using an established formal demographic model of the enculturation process, we find that negative growth promotes cultural integration while positive growth impedes it, and that cultural integration proceeds more rapidly when the acquiring firm is large relative to the acquired firm. We also find that cultural recovery for merged firms experiencing either positive or negative growth is slower than for firms with zero growth.}, + number = {5}, + urldate = {2018-03-21}, + journal = {Simulation Modelling Practice and Theory}, + author = {Carroll, Glenn R. and Richard Harrison, J.}, + month = dec, + year = {2002}, + keywords = {Demography, Cultural integration, Merger, Organisational culture, Organisations}, + pages = {349--368}, + file = {ScienceDirect Snapshot:C\:\\Users\\charl\\Zotero\\storage\\VDBDXWW8\\S1569190X02000904.html:text/html} +} + +@book{boellstorff_ethnography_2012, + address = {Princeton}, + title = {Ethnography and virtual worlds: a handbook of method}, + isbn = {978-0-691-14951-6}, + shorttitle = {Ethnography and {Virtual} {Worlds}}, + abstract = {Ethnography and Virtual Worlds is the only book of its kind--a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography}, + language = {English}, + publisher = {Princeton University Press}, + author = {Boellstorff, Tom and Nardi, Bonnie and Pearce, Celia and Taylor, T. L. and Marcus, George E.}, + month = sep, + year = {2012} +} + +@inproceedings{bardzell_blissfully_2008, + address = {New York, NY, USA}, + series = {{CSCW} '08}, + title = {Blissfully productive: grouping and cooperation in world of warcraft instance runs}, + isbn = {978-1-60558-007-4}, + shorttitle = {Blissfully {Productive}}, + url = {http://doi.acm.org/10.1145/1460563.1460621}, + doi = {10.1145/1460563.1460621}, + abstract = {Gaming has attracted growing interest in both CSCW and HCI in recent years. We contribute to this line of research by analyzing collaboration in 5-person instance runs in World of Warcraft, an aspect of the game that is considered routine and mundane work by players yet remains largely unexamined in current literature. Using a combination of ethnographic observation, interview, chat and video log analysis, we unpack the conditions under which players can produce the most effective outcomes while having fun, and offer a three-level model of successful instance runs.}, + urldate = {2018-03-16}, + booktitle = {Proceedings of the 2008 {ACM} {Conference} on {Computer} {Supported} {Cooperative} {Work}}, + publisher = {ACM}, + author = {Bardzell, Shaowen and Bardzell, Jeffrey and Pace, Tyler and Reed, Kayce}, + year = {2008}, + keywords = {instances, leadership, mmog, mmorpg, small groups}, + pages = {357--360}, + file = {Bardzell et al. - 2008 - Blissfully Productive Grouping and Cooperation in.pdf:C\:\\Users\\charl\\Zotero\\storage\\HZQY8I6Z\\Bardzell et al. - 2008 - Blissfully Productive Grouping and Cooperation in.pdf:application/pdf} +} + +@book{bainbridge_warcraft_2010, + address = {Cambridge, Massachusetts}, + title = {The {Warcraft} civilization: social science in a virtual world}, + isbn = {978-0-262-01370-3}, + shorttitle = {The {Warcraft} {Civilization}}, + abstract = {World of Warcraft is more than a game. There is no ultimate goal, no winning hand, no princess to be rescued. WoW contains more than 5,000 possible quests, games within the game, and encompasses hundreds of separate parallel realms (computer servers, each of which can handle 4,000 players simultaneously). WoW is an immersive virtual world in which characters must cope in a dangerous environment, assume identities, struggle to understand and communicate, learn to use technology, and compete for dwindling resources. Beyond the fantasy and science fiction details, as many have noted, it's not entirely unlike today's world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further, arguing that WoW can be seen not only as an allegory of today but also as a virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources, build temporary alliances on the basis of mutual self-interest, and seek a set of values that transcend the need for war. Bainbridge explored the complex Warcraft universe firsthand, spending more than 2,300 hours there, deploying twenty-two characters of all ten races, all ten classes, and numerous professions. Each chapter begins with one character's narrative, then goes on to explore a major social issuesuch as religion, learning, cooperation, economy, or identitythrough the lens of that character's experience. What makes WoW an especially good place to look for insights about Western civilization, Bainbridge says, is that it bridges past and future. It is founded on Western cultural tradition, yet aimed toward the virtual worlds we could create in times to come.}, + publisher = {MIT}, + author = {Bainbridge, William Sims}, + year = {2010} +} + +@inproceedings{ahmad_guild_2011, + address = {Berlin, Heidelberg}, + series = {{SocInfo}'11}, + title = {Guild play in {MMOGs}: rethinking common group dynamics models}, + isbn = {978-3-642-24703-3}, + shorttitle = {Guild {Play} in {MMOGs}}, + url = {http://dl.acm.org/citation.cfm?id=2050728.2050753}, + abstract = {Humans form groups and congregate into groups for a variety of reasons and in a variety of contexts e.g., corporations in offline space and guilds in Massively Multiplayer Online Games (MMOGs). In recent years a number of models of group formation have been proposed. One such model is Johnson et al's [10] model of group evolution. The model is motivated by commonalities observed in evolution of street gangs in Los Angeles and guilds in an MMOG (World of Warcraft). In this paper we first apply their model to guilds in another MMOG (EQ2)1 and found results inconsistent from the model's predictions, additionally we found support for the role of homophily in guild formation, which was ruled out in previous results, Alternatively, we explore alternative models for guild formation and evolution in MMOGs by modifying earlier models to account for the existence of previous relationships between people.}, + urldate = {2018-03-17}, + booktitle = {Proceedings of the {Third} {International} {Conference} on {Social} {Informatics}}, + publisher = {Springer-Verlag}, + author = {Ahmad, Muhammad Aurangzeb and Borbora, Zoheb and Shen, Cuihua and Srivastava, Jaideep and Williams, Dmitri}, + year = {2011}, + keywords = {groups, guilds, MMOGs, models of group evolution}, + pages = {145--152}, + file = {Ahmad et al. - 2011 - Guild Play in MMOGs Rethinking Common Group Dynam.pdf:C\:\\Users\\charl\\Zotero\\storage\\3YGT3XPU\\Ahmad et al. - 2011 - Guild Play in MMOGs Rethinking Common Group Dynam.pdf:application/pdf} +} + +@article{oldenburg_third_1982, + title = {The third place}, + volume = {5}, + issn = {0162-0436, 1573-7837}, + url = {https://link.springer.com/article/10.1007/BF00986754}, + doi = {10.1007/BF00986754}, + abstract = {This article examines the benefits that accrue from the utilization and personalization of places outside the workplace and the home. It is argued that participation in these third places provides people with a large measure of their sense of wholeness and distinctiveness. Third places are characterized in terms of sociability and nondiscursive symbolism. The benefits of third place involvement are discussed with reference to diversity and novelty, emotional expressiveness, color, and perspective.}, + language = {en}, + number = {4}, + urldate = {2018-04-18}, + journal = {Qualitative Sociology}, + author = {Oldenburg, Ramon and Brissett, Dennis}, + month = dec, + year = {1982}, + pages = {265--284}, + file = {Full Text PDF:C\:\\Users\\charl\\Zotero\\storage\\VUB3LBTI\\Oldenburg and Brissett - 1982 - The third place.pdf:application/pdf;Snapshot:C\:\\Users\\charl\\Zotero\\storage\\4FANQY22\\BF00986754.html:text/html} +} + +@incollection{suhaimi-broder_structural_2014, + address = {Bingley, UK}, + series = {Studies in {Symbolic} {Interaction}}, + title = {Structural roles in massively multiplayer online games: a case study of guild and raid leaders in {World} of {Warcraft}}, + volume = {43}, + shorttitle = {Structural {Roles} in {Massively} {Multiplayer} {Online} {Games}}, + url = {https://www.emeraldinsight.com/doi/abs/10.1108/S0163-239620140000043016}, + urldate = {2018-03-20}, + booktitle = {Symbolic {Interaction} and {New} {Social} {Media}}, + publisher = {Emerald Group Publishing Limited}, + author = {Suhaimi-Broder, Zahirah and Kirschner, David and Williams, J. Patrick}, + editor = {Johns, Mark D. and Chen, Shing-Ling S. and Terlip, Laura A.}, + month = aug, + year = {2014}, + pages = {121--142} +} + +@inproceedings{choi_socialization_2010, + address = {New York, New York}, + title = {Socialization tactics in {Wikipedia} and their effects}, + isbn = {978-1-60558-795-0}, + url = {http://doi.acm.org/10.1145/1718918.1718940}, + doi = {10.1145/1718918.1718940}, + abstract = {Socialization of newcomers is critical both for conventional groups. It helps groups perform effectively and the newcomers develop commitment. However, little empirical research has investigated the impact of specific socialization tactics on newcomers' commitment to online groups. We examined WikiProjects, subgroups in Wikipedia organized around working on common topics or tasks. In study 1, we identified the seven socialization tactics used most frequently: invitations to join, welcome messages, requests to work on project-related tasks, offers of assistance, positive feedback on a new member's work, constructive criticism, and personal-related comments. In study 2, we examined their impact on newcomers' commitment to the project. Whereas most newcomers contributed fewer edits over time, the declines were slowed or reversed for those socialized with welcome messages, assistance, and constructive criticism. In contrast, invitations led to steeper declines in edits. These results suggest that different socialization tactics play different roles in socializing new members in online groups compared to offline ones.}, + urldate = {2018-01-08}, + booktitle = {Proceedings of the 2010 {ACM} {Conference} on {Computer} {Supported} {Cooperative} {Work} ({CSCW} '10)}, + publisher = {ACM}, + author = {Choi, Boreum and Alexander, Kira and Kraut, Robert E. and Levine, John M.}, + year = {2010}, + keywords = {wikipedia, socialization, wikiproject}, + pages = {107--116}, + file = {ACM Full Text PDF:C\:\\Users\\charl\\Zotero\\storage\\3J9QYGR7\\Choi et al. - 2010 - Socialization Tactics in Wikipedia and Their Effec.pdf:application/pdf;ACM Full Text PDF:C\:\\Users\\charl\\Zotero\\storage\\VE5K599R\\Choi et al. - 2010 - Socialization Tactics in Wikipedia and Their Effec.pdf:application/pdf} +} + +@article{barley_technology_1986, + title = {Technology as an occasion for structuring: evidence from observations of ct scanners and the social order of radiology departments}, + volume = {31}, + issn = {00018392}, + shorttitle = {Technology as an {Occasion} for {Structuring}}, + url = {http://www.jstor.org/stable/2392767}, + abstract = {New medical imaging devices, such as the CT scanner, have begun to challenge traditional role relations among radiologists and radiological technologists. Under some conditions, these technologies may actually alter the organizational and occupational structure of radiological work. However, current theories of technology and organizational form are insensitive to the potential number of structural variations implicit in role-based change. This paper expands recent sociological thought on the link between institution and action to outline a theory of how technology might occasion different organizational structures by altering institutionalized roles and patterns of interaction. In so doing, technology is treated as a social rather than a physical object, and structure is conceptualized as a process rather than an entity. The implications of the theory are illustrated by showing how identical CT scanners occasioned similar structuring processes in two radiology departments and yet led to divergent forms of organization. The data suggest that to understand how technologies alter organizational structures researchers may need to integrate the study of social action and the study of social form.}, + number = {1}, + urldate = {2008-09-18}, + journal = {Administrative Science Quarterly}, + author = {Barley, Stephen R.}, + year = {1986}, + keywords = {Sociology, Organization Behavior}, + pages = {78--108}, + file = {Barley - 1986 - Technology as an Occasion for Structuring Evidenc.pdf:C\:\\Users\\charl\\Zotero\\storage\\BEMU7DK4\\Barley - 1986 - Technology as an Occasion for Structuring Evidenc.pdf:application/pdf} +} + +@article{wong_chinas_2016, + chapter = {China}, + title = {China's love affair with world of warcraft}, + url = {http://www.bbc.com/news/world-asia-china-36209913}, + abstract = {The decision to bring the World of Warcraft movie in China is the culmination of a decade-long love affair between the game and the country, writes the BBC's Tessa Wong.}, + language = {en-GB}, + urldate = {2018-04-03}, + journal = {BBC News}, + author = {Wong, Tessa}, + month = may, + year = {2016}, + file = {Snapshot:C\:\\Users\\charl\\Zotero\\storage\\KIFTZCRU\\world-asia-china-36209913.html:text/html} +} + +@misc{winkie_inside_2017, + title = {Inside discord, the chat app that's changing how gamers communicate}, + url = {https://www.rollingstone.com/glixel/news/inside-discord-the-chat-app-thats-changing-how-gamers-communicate-w489086}, + abstract = {It's like Slack or Skype for gamers and there are now 45 million people using it}, + urldate = {2018-03-21}, + journal = {Rolling Stone}, + author = {Winkie, Luke}, + month = jun, + year = {2017}, + file = {Snapshot:C\:\\Users\\charl\\Zotero\\storage\\2TJSA6DI\\inside-discord-the-chat-app-thats-changing-how-gamers-communicate-w489086.html:text/html} +} + +@article{yee_labor_2006, + title = {The labor of fun: how video games blur the boundaries of work and play}, + volume = {1}, + issn = {1555-4120, 1555-4139}, + shorttitle = {The {Labor} of {Fun}}, + url = {http://journals.sagepub.com/doi/10.1177/1555412005281819}, + doi = {10.1177/1555412005281819}, + language = {en}, + number = {1}, + urldate = {2018-04-17}, + journal = {Games and Culture}, + author = {Yee, Nick}, + month = jan, + year = {2006}, + pages = {68--71} +} + +@article{steinkuehler_constance_a._where_2006, + title = {Where everybody knows your (screen) name: online games as “third places”}, + volume = {11}, + issn = {1083-6101}, + shorttitle = {Where {Everybody} {Knows} {Your} ({Screen}) {Name}}, + url = {https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1083-6101.2006.00300.x}, + doi = {10.1111/j.1083-6101.2006.00300.x}, + abstract = {This article examines the form and function of massively multiplayer online games (MMOs) in terms of social engagement. Combining conclusions from media effects research informed by the communication effects literature with those from ethnographic research informed by a sociocultural perspective on cognition and learning, we present a shared theoretical framework for understanding (a) the extent to which such virtual worlds are structurally similar to ?third places? (Oldenburg, 1999) for informal sociability, and (b) their potential function in terms of social capital (Coleman, 1988; Putnam, 2000). Our conclusion is that by providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new ?third place? for informal sociability. Participation in such virtual ?third places? appears particularly well suited to the formation of bridging social capital?social relationships that, while not usually providing deep emotional support, typically function to expose the individual to a diversity of worldviews.}, + number = {4}, + urldate = {2018-04-12}, + journal = {Journal of Computer-Mediated Communication}, + author = {{Steinkuehler Constance A.} and {Williams Dmitri}}, + month = oct, + year = {2006}, + pages = {885--909}, + file = {Full Text PDF:C\:\\Users\\charl\\Zotero\\storage\\IWDNF9U3\\Steinkuehler Constance A. and Williams Dmitri - 2006 - Where Everybody Knows Your (Screen) Name Online G.pdf:application/pdf;Snapshot:C\:\\Users\\charl\\Zotero\\storage\\E5XCRF4X\\j.1083-6101.2006.00300.html:text/html} +} + +@inproceedings{turner_description_1999, + address = {New York, NY, USA}, + series = {{GROUP} '99}, + title = {From description to requirements: an activity theoretic perspective}, + isbn = {978-1-58113-065-2}, + shorttitle = {From {Description} to {Requirements}}, + url = {http://doi.acm.org/10.1145/320297.320331}, + doi = {10.1145/320297.320331}, + abstract = {This paper demonstrates how activity theoretic concepts can be used in conjunction with an ethnographically informed approach to derive requirements on a work situation. We present a case study based on a series of collaborative design episodes, the structured description derived from it and show how a preliminary set of contextually-grounded requirements on supporting the design process can be created.}, + urldate = {2018-03-31}, + booktitle = {Proceedings of the {International} {ACM} {SIGGROUP} {Conference} on {Supporting} {Group} {Work}}, + publisher = {ACM}, + author = {Turner, Phil and Turner, Susan and Horton, Julie}, + year = {1999}, + keywords = {ethnography, activity theory, contextual analysis, requirements, WWW}, + pages = {286--295} +} + +@article{swidler_culture_1986, + title = {Culture in action: symbols and strategies}, + volume = {51}, + issn = {0003-1224}, + shorttitle = {Culture in {Action}}, + url = {http://www.jstor.org/stable/2095521}, + doi = {10.2307/2095521}, + abstract = {Culture influences action not by providing the ultimate values toward which action is oriented, but by shaping a repertoire or "tool kit" of habits, skills, and styles from which people construct "strategies of action." Two models of cultural influence are developed, for settled and unsettled cultural periods. In settled periods, culture independently influences action, but only by providing resources from which people can construct diverse lines of action. In unsettled cultural periods, explicit ideologies directly govern action, but structural opportunities for action determine which among competing ideologies survive in the long run. This alternative view of culture offers new opportunities for systematic, differentiated arguments about culture's causal role in shaping action.}, + number = {2}, + urldate = {2018-04-04}, + journal = {American Sociological Review}, + author = {Swidler, Ann}, + year = {1986}, + pages = {273--286} +} + +@book{kraut_building_2012, + address = {Cambridge, MA}, + title = {Building successful online communities: evidence-based social design}, + isbn = {978-0-262-29831-5}, + abstract = {Uses insights from social science, psychology, and economics to offer advice on planning and managing an online community.}, + language = {English}, + publisher = {MIT Press}, + author = {Kraut, Robert E and Resnick, Paul and Kiesler, Sara}, + year = {2012}, + keywords = {design, foundations of social computing}, + file = {01-Resnick10-Intro-current.pdf:C\:\\Users\\charl\\Zotero\\storage\\CX4KDC3G\\01-Resnick10-Intro-current.pdf:application/pdf;02-Resnick10-Intro-current.pdf:C\:\\Users\\charl\\Zotero\\storage\\JEWAVXHG\\02-Resnick10-Intro-current.pdf:application/pdf;03-Ren10-Commitment-current.pdf:C\:\\Users\\charl\\Zotero\\storage\\S6Z28BBS\\03-Ren10-Commitment-current.pdf:application/pdf;04-kraut10-Newcomers-current.pdf:C\:\\Users\\charl\\Zotero\\storage\\B4XSKAVW\\04-kraut10-Newcomers-current.pdf:application/pdf;05-kiesler10-Regulation-current.pdf:C\:\\Users\\charl\\Zotero\\storage\\83DDWMPJ\\05-kiesler10-Regulation-current.pdf:application/pdf;06-Resnick10-Startup-current.pdf:C\:\\Users\\charl\\Zotero\\storage\\GFUVQWNN\\06-Resnick10-Startup-current.pdf:application/pdf} +} + +@article{jepperson_what_1994, + title = {What properties of culture should we measure?}, + volume = {22}, + url = {10.1016/0304-422X(94)90014-0}, + doi = {10.1016/0304-422X(94)90014-0}, + abstract = {This paper argues that current challenges for the sociology of culture are more conceptual and the theoretical than methodological in nature. It discusses persistent issues in the conceptualization of culture, the quasi-hierarchic linkages between different cultural elements, and the importance of attention to levels of analysis for the measurement of cultural properties.}, + language = {English}, + number = {4}, + journal = {Poetics}, + author = {Jepperson, Ronald and Swidler, Ann}, + month = jun, + year = {1994}, + pages = {359--371} +} + +@article{jerolmack_talk_2014, + title = {Talk is cheap: ethnography and the attitudinal fallacy}, + volume = {43}, + issn = {0049-1241}, + shorttitle = {Talk {Is} {Cheap}}, + url = {https://doi.org/10.1177/0049124114523396}, + doi = {10.1177/0049124114523396}, + abstract = {This article examines the methodological implications of the fact that what people say is often a poor predictor of what they do. We argue that many interview and survey researchers routinely conflate self-reports with behavior and assume a consistency between attitudes and action. We call this erroneous inference of situated behavior from verbal accounts the attitudinal fallacy. Though interviewing and ethnography are often lumped together as “qualitative methods,” by juxtaposing studies of “culture in action” based on verbal accounts with ethnographic investigations, we show that the latter routinely attempts to explain the “attitude–behavior problem” while the former regularly ignores it. Because meaning and action are collectively negotiated and context-dependent, we contend that self-reports of attitudes and behaviors are of limited value in explaining what people actually do because they are overly individualistic and abstracted from lived experience.}, + language = {en}, + number = {2}, + urldate = {2018-04-10}, + journal = {Sociological Methods \& Research}, + author = {Jerolmack, Colin and Khan, Shamus}, + month = may, + year = {2014}, + pages = {178--209} +} + +@article{williams_tree_2006, + title = {From tree house to barracks the social life of guilds in world of warcraft}, + volume = {1}, + issn = {1555-4120, 1555-4139}, + url = {http://gac.sagepub.com/content/1/4/338}, + doi = {10.1177/1555412006292616}, + abstract = {A representative sample of players of a popular massively multiplayer online game (World of Warcraft) was interviewed to map out the social dynamics of guilds. An initial survey and network mapping of players and guilds helped form a baseline. Next, the resulting interview transcripts were reviewed to explore player behaviors, attitudes, and opinions; the meanings they make; the social capital they derive; and the networks they form and to develop a typology of players and guilds. In keeping with current Internet research findings, players were found to use the game to extend real-life relationships, meet new people, form relationships of varying strength, and also use others merely as a backdrop. The key moderator of these outcomes appears to be the game's mechanic, which encourages some kinds of interactions while discouraging others. The findings are discussed with respect to the growing role of code in shaping social interactions.}, + language = {en}, + number = {4}, + urldate = {2015-10-18}, + journal = {Games and Culture}, + author = {Williams, Dmitri and Ducheneaut, Nicolas and Xiong, Li and Zhang, Yuanyuan and Yee, Nick and Nickell, Eric}, + month = oct, + year = {2006}, + keywords = {guilds, social networks, MMO, online community, virtual community, Social capital}, + pages = {338--361}, + file = {Williams et al. - 2006 - From Tree House to Barracks The Social Life of Gu.pdf:C\:\\Users\\charl\\Zotero\\storage\\WFUF4ZLN\\Williams et al. - 2006 - From Tree House to Barracks The Social Life of Gu.pdf:application/pdf;Williams et al. - 2006 - From Tree House to Barracks The Social Life of Gu.pdf:C\:\\Users\\charl\\Zotero\\storage\\6JVH5BT6\\Williams et al. - 2006 - From Tree House to Barracks The Social Life of Gu.pdf:application/pdf;Williams_et_al-2006-Treehouse_to_barracks.pdf:C\:\\Users\\charl\\Zotero\\storage\\HEN9VJAS\\Williams_et_al-2006-Treehouse_to_barracks.pdf:application/pdf;Williams_et_al-2006-Treehouse_to_barracks.pdf:C\:\\Users\\charl\\Zotero\\storage\\JK23X6E2\\Williams_et_al-2006-Treehouse_to_barracks.pdf:application/pdf} +} + +@book{schein_organizational_2004, + address = {San Francisco}, + edition = {3rd ed.}, + series = {Jossey-{Bass} business \& management series}, + title = {Organizational culture and leadership}, + isbn = {978-0-7879-6845-8}, + abstract = {pt. 1. Organizational culture and leadership defined : The concept of organizational culture: why bother? ; The levels of culture ; Cultures in organizations: two case examples ; How culture emerges in new groups -- pt. 2. The dimensions of culture : Assumptions about external adaptation issues ; Assumptions about managing internal integration ; Deeper cultural assumptions about reality and truth ; Assumptions about the nature of time and space ; Assumptions about human nature, activity and relationships ; Culture typologies ; Deciphering culture -- pt. 3. The leadership role in Culture building, embedding, and evolving ; How leaders begin culture creation ; How leaders embed and transmit culture ; The changing role of leadership in organizational "midlife" ; What leaders need to know about how culture changes ; A conceptual model for managed culture change ; Assessing cultural dimensions: a ten-step intervention ; A case of organizational (cultural?) change ; The learning culture and the learning leader., "Organizational pioneer Edgar Schein updates his influential understanding of culture - what it is, how it is created, how it evolves, and how it can be changed. Focusing on today's business realities, Schein draws on a wide range of contemporary research to redefine culture, offers new information on the topic of occupational cultures, and demonstrates the crucial role leaders play in successfully applying the principles of culture to achieve organizational goals. He also tackles the complex question of how an existing culture can be changed - one of the toughest challenges of leadership. The result is a resource for understanding and practicing organizational effectiveness."--Jacket., Includes bibliographical references (pages 419-428) and index.}, + language = {eng}, + publisher = {Jossey-Bass}, + author = {Schein, Edgar H.}, + year = {2004}, + note = {34527}, + keywords = {Corporate culture., Corporate culture. Culture. Leadership., Cultura organizacional., Culture d'entreprise., Culture., Gestion d'entreprises., Leadership,, Leadership., LideranÇa., Management, Organisatiekunde., Organisationskultur, Wertordnung, Wertorientierung, Leadership}, + annote = {34527}, + file = {Schein - Organizational Culture and Leadership.pdf:C\:\\Users\\charl\\Zotero\\storage\\7G8HUU9Z\\Schein - Organizational Culture and Leadership.pdf:application/pdf;Schein - Organizational Culture and Leadership.pdf:C\:\\Users\\charl\\Zotero\\storage\\7YCLIT9X\\Schein - Organizational Culture and Leadership.pdf:application/pdf} +} + +@inproceedings{debeauvais_if_2011, + address = {New York, NY, USA}, + series = {{FDG} '11}, + title = {If you build it they might stay: retention mechanisms in world of warcraft}, + isbn = {978-1-4503-0804-5}, + shorttitle = {If {You} {Build} {It} {They} {Might} {Stay}}, + url = {http://doi.acm.org/10.1145/2159365.2159390}, + doi = {10.1145/2159365.2159390}, + abstract = {We analyze mechanisms of player retention and commitment in massively multiplayer online games. Our ground assumptions on player retention are based on a marketing model of customer retention and commitment. To measure the influence of gameplay, in-game sociality, and real-life status on player commitment, we use the following metrics: weekly play time, stop rate and number of years respondents have been playing the game. The cross-cultural sample is composed of 2865 World of Warcraft players from North-America, Europe, Taiwan, and Hong-Kong who completed an online questionnaire. We differentiate players in terms of demographic categories including age, region, gender and marital status.}, + urldate = {2018-03-17}, + booktitle = {Proceedings of the 6th {International} {Conference} on {Foundations} of {Digital} {Games}}, + publisher = {ACM}, + author = {Debeauvais, Thomas and Nardi, Bonnie and Schiano, Diane J. and Ducheneaut, Nicolas and Yee, Nicholas}, + year = {2011}, + keywords = {demographics, game design, games, MMO, retention, World of Warcraft}, + pages = {180--187}, + file = {Debeauvais et al. - If You Build It They Might Stay Retention Mechani.pdf:C\:\\Users\\charl\\Zotero\\storage\\6HW7TQSY\\Debeauvais et al. - If You Build It They Might Stay Retention Mechani.pdf:application/pdf} +} + +@article{kellogg_resistance_2006, + title = {Resistance to change in surgical residency: an ethnographic study of work hours reform}, + volume = {202}, + issn = {1072-7515}, + shorttitle = {Resistance to change in surgical residency}, + doi = {10.1016/j.jamcollsurg.2005.11.024}, + abstract = {BACKGROUND: Although the practical challenges to work hour restrictions have been the focus of much discussion, cultural resistance to such change has received less attention. Surgical residency has its own unique social structure, and we hypothesized that challenges to this would provide impediments to successful implementation of duty hours reform. +STUDY DESIGN: We used ethnographic research methods to study the efforts at work hour restriction over a 15-month period before the introduction of the Accreditation Council for Graduate Medical Education regulations. These methods, validated for studying institutional change, build on intense periods of observation. Records of observations are then analyzed and coded to uncover cultural and political challenges. The frequency of successful hand-offs in sign-out situations between day and night float residents was measured as an objective index of success. +RESULTS: Practical issues were addressed initially by scheduling adjustments including creating a night float system. The hand-offs that this system required, however, were successful only 14\% of the time. Subsequent steps to address the challenge to resident identity by top-down support of a new definition of professionalism increased the number of successful hand-offs to 39\%. Finally, a reduction in a noted hierarchy violation led to successful hand-offs 79\% of the time. +CONCLUSIONS: These results demonstrate that practical solutions alone may not be a sufficient basis for change in surgical residency. While we face other challenges to the traditional surgical culture, attention to social and political issues may enhance the success of our efforts.}, + language = {eng}, + number = {4}, + journal = {Journal of the American College of Surgeons}, + author = {Kellogg, Katherine C. and Breen, Elizabeth and Ferzoco, Stephen J. and Zinner, Michael J. and Ashley, Stanley W.}, + month = apr, + year = {2006}, + keywords = {Boston, General Surgery, Humans, Internship and Residency, Organizational Innovation, Personnel Staffing and Scheduling, Physicians, Work Schedule Tolerance, Workload}, + pages = {630--636}, + file = {Kellogg et al. - 2006 - Resistance to change in surgical residency an eth.pdf:C\:\\Users\\charl\\Zotero\\storage\\YYXDKCI5\\Kellogg et al. - 2006 - Resistance to change in surgical residency an eth.pdf:application/pdf} +} + +@inproceedings{poor_play_2016, + address = {Koloa, Hawaii}, + title = {Play together, stay together? {Community} cohesion and stability in an mmo}, + isbn = {978-0-7695-5670-3}, + shorttitle = {Play {Together}, {Stay} {Together}?}, + doi = {10.1109/HICSS.2016.283}, + abstract = {Small-scale qualitative studies have shown group cohesion in games can be strong enough to allow groups to transfer to new settings, but this phenomenon has not been studied with a large-scale dataset to see if it is widespread or rare. Using a three-year scrape of an MMO, World of Warcraft, the guild membership and playing time of over 90,000 characters was observed for patterns indicating group cohesion or character pairings. Groups of players who play together do stay together across time and guild changes, sometimes across multiple guild changes, indicating social ties. An average of 2/3 of the characters seen both week-to-week and across four-week periods stay in the same guild, suggesting a baseline for social stability. Previously documented rupture events, although important to study, are actually rare and unrepresentative of the continual slow turnover found here.}, + booktitle = {Proceedings of the 49th {Hawaii} {International} {Conference} on {System} {Sciences} ({HICSS} '16)}, + publisher = {IEEE Computer Society}, + author = {Poor, N. and Skoric, M.}, + month = jan, + year = {2016}, + keywords = {character pairings, community cohesion, computer games, Face, games, Games, group cohesion, guild membership, History, large-scale dataset, MMO, multiple guild changes, Numerical stability, Online community, playing time, Servers, small-scale qualitative studies, social cohesion, Social factors, social networking (online), social sciences computing, social stability, social ties, Stability analysis, World of Warcraft}, + pages = {2266--2275}, + file = {IEEE Xplore Abstract Record:C\:\\Users\\charl\\Zotero\\storage\\38MZ3M8Y\\7427466.html:text/html;Poor and Skoric - 2016 - Play together, stay together Community cohesion a.pdf:C\:\\Users\\charl\\Zotero\\storage\\MF2ZHWTL\\Poor and Skoric - 2016 - Play together, stay together Community cohesion a.pdf:application/pdf} +} + +@article{poor_death_2014, + title = {Death of a guild, birth of a network: online community ties within and beyond code}, + volume = {9}, + issn = {1555-4120}, + shorttitle = {Death of a {Guild}, {Birth} of a {Network}}, + url = {http://journals.sagepub.com/doi/abs/10.1177/1555412014537401}, + doi = {10.1177/1555412014537401}, + abstract = {To explore what helps and hinders long-term online community cohesion, a once strong but now withered 7-year-old guild in the online game EverQuest 2 was studied using mixed methods. It was found that the guild faced stresses on five distinct yet interrelated levels: personal, subgroup, guild, game, and company level. Strong intragroup ties can aid group cohesion but can also cause fragmenting along weaker ties if a strong subgroup leaves the guild. Continual leadership is vital, in part due to the game mechanics that give guild leaders most of the structural power over the guild. Communities may leave their space of origin but maintain ties across several other mediated spaces simultaneously. Game companies and guild leaders can control or influence some, but not all, of the stresses guilds face.}, + language = {en}, + number = {3}, + urldate = {2018-06-19}, + journal = {Games and Culture}, + author = {Poor, Nathaniel and Skoric, Marko M.}, + month = may, + year = {2014}, + pages = {182--202}, + file = {SAGE PDF Full Text:C\:\\Users\\charl\\Zotero\\storage\\RZIGIRNI\\Poor and Skoric - 2014 - Death of a Guild, Birth of a Network Online Commu.pdf:application/pdf} +} + +@book{chen_leet_2011, + address = {New York}, + edition = {First printing edition}, + title = {Leet noobs: the life and death of an expert player group in world of warcraft}, + isbn = {978-1-4331-1610-0}, + shorttitle = {Leet {Noobs}}, + abstract = {Leet Noobs documents, for over 10 months, a group of players in the online game World of Warcraft engaged in a 40-person joint activity known as raiding. Initially, the group was informal, a «family» that wanted to «hang out and have fun.» Before joining, each player had been recognized as expert in the game; within the group they had to adapt their expertise for the new joint task and align themselves to new group goals. Through their shared activity, members successfully established communication and material practices that changed as they had to renegotiate roles and responsibilities with new situations and as the larger gaming community evolved. Players learned to reconfigure their play spaces, enrolling third-party game mods and other resources into their activity. Once-expert players became novices or «noobs» to relearn expert or «leet» gameplay. They became «leet noobs» who needed to reconfigure their expertise for new norms of material practice. Ultimately, these norms also changed what it meant to play World of Warcraft; some group members no longer wanted to just hang out and have fun, and eventually the group died in an online fiery meltdown.}, + language = {English}, + publisher = {Peter Lang Inc., International Academic Publishers}, + author = {Chen, Mark}, + month = nov, + year = {2011} +} + +@incollection{korsgaard_cooperation_2010, + address = {London, UK}, + series = {Human-{Computer} {Interaction} {Series}}, + title = {Cooperation, coordination, and trust in virtual teams: {Insights} from virtual games}, + copyright = {©2010 Springer-Verlag London Limited}, + isbn = {978-1-84882-824-7 978-1-84882-825-4}, + shorttitle = {Cooperation, {Coordination}, and {Trust} in {Virtual} {Teams}}, + url = {http://link.springer.com.colorado.idm.oclc.org/chapter/10.1007/978-1-84882-825-4_20}, + abstract = {This chapter considers fundamental concepts of effective virtual teams, illustrated by research on Travian, a massively multiplayer online strategy game wherein players seek to build empires. Team inputs are the resources that enable individuals to work interdependently toward a common goal, including individual and collective capabilities, shared knowledge structures, and leadership style. Team processes, notably coordination and cooperation, transform team inputs to desired collective outcomes. Because the members of virtual teams are geographically dispersed, relying on information and communication technology, three theories are especially relevant for understanding how they can function effectively: social presence theory, media richness theory, and media synchronicity theory. Research in settings like Travian can inform our understanding of structures, processes, and performance of virtual teams. Such research could provide valuable insight into the emergence and persistence of trust and cooperation, as well as the impact of different communication media for coordination and information management in virtual organizations.}, + language = {en}, + urldate = {2016-11-04}, + booktitle = {Online {Worlds}: {Convergence} of the {Real} and the {Virtual}}, + publisher = {Springer}, + author = {Korsgaard, M. Audrey and Picot, Arnold and Wigand, Rolf T. and Welpe, Isabelle M. and Assmann, Jakob J.}, + editor = {Bainbridge, William Sims}, + year = {2010}, + doi = {10.1007/978-1-84882-825-4_20}, + keywords = {Computer Appl. in Social and Behavioral Sciences, Computer Graphics, Computers and Society, e-Commerce/e-business, User Interfaces and Human Computer Interaction}, + pages = {253--264}, + file = {Full Text PDF:C\:\\Users\\charl\\Zotero\\storage\\JJEPU6Y3\\Korsgaard et al. - 2010 - Cooperation, Coordination, and Trust in Virtual Te.pdf:application/pdf;Snapshot:C\:\\Users\\charl\\Zotero\\storage\\7A9X23I4\\978-1-84882-825-4_20.html:text/html} +} + +@inproceedings{picot_multi-level_2009, + address = {Atlanta, Georgia}, + title = {A multi-level view of the antecedents and consequences of trust in virtual leaders}, + abstract = {Although trust is widely acknowledged as critical to virtual teams, little is known regarding the causes and consequences of trust in leaders of virtual teams. This paper examines the antecedents and consequences of trust in virtual team leaders. Using survey and archival data from a massively multiplayer online game (MMOG), this study’s findings show that trust in the leader is affected by team members’ use of synchronous communication and breadth of communication with leaders as well as team members’ distance from each other. Furthermore, reasoning that team size and culture create a shared context qualifying team members’ experiences, we found that team size and collectivistic values diminished the benefits of synchronous communication and breadth of communication, respectively. The findings also revealed that trust in leaders had a positive relationship to team performance. Detailed discussion of the findings is provided in the conclusion of the paper.}, + language = {en}, + booktitle = {Proceedings of the 15th {Americas} {Conference} on {Information} {Systems} ({AMCIS} 2009)}, + publisher = {Association for Information Systems}, + author = {Picot, Arnold and Assmann, Jakob J and Korsgaard, M Audrey and Welpe, Isabell M and Gallenkamp, Julia V and Wigand, Rolf T}, + year = {2009}, + pages = {1--11}, + file = {"A Multi-Level View of the Antecedents and Consequences of Trust in Vir" by Arnold Picot, Jakob J. Assmann et al.:C\:\\Users\\charl\\Zotero\\storage\\ENJKU3UZ\\271.html:text/html;Picot et al. - 2009 - A Multi-Level View of the Antecedents and Conseque.pdf:C\:\\Users\\charl\\Zotero\\storage\\8CZD8SCH\\Picot et al. - 2009 - A Multi-Level View of the Antecedents and Conseque.pdf:application/pdf} +} + +@article{lurey_empirical_2001, + title = {An empirical study of best practices in virtual teams}, + volume = {38}, + issn = {0378-7206}, + url = {http://www.sciencedirect.com/science/article/pii/S037872060100074X}, + doi = {10.1016/S0378-7206(01)00074-X}, + abstract = {There is nothing quite so useless as doing with great efficiency that which should not be done at all. + + +–Peter Drucker + +This study explores the issue of effectiveness within virtual teams — groups of people who work together although they are often dispersed across space, time, and/or organizational boundaries. Due to the recent trend towards corporate restructuring, which can, in part, be attributed to an increase in corporate layoffs, mergers and acquisitions, competition, and globalization, virtual teams have become critical for companies to survive. Globalization of the marketplace alone, for that matter, makes such distributed work groups the primary operating units needed to achieve a competitive advantage in this ever-changing business environment. + +In an effort to determine the factors that contribute to/inhibit the success of a virtual team, a survey was distributed to a total of eight companies in the high technology, agriculture, and professional services industries. Data was then collected from 67 individuals who comprised a total of 12 virtual teams from these companies. Results indicated that several factors were positively correlated to the effectiveness of the participating teams. The teams’ processes and team members’ relations presented the strongest relationships to team performance and team member satisfaction, while the selection procedures and executive leadership styles also exhibited moderate associations to these measures of effectiveness. Analysis of predictor variables such as the design process, other internal group dynamics, and additional external support mechanisms, however, depicted weaker relations. + +Although the connections between the teams’ tools and technologies and communication patterns and the teams’ effectiveness measures did not prove significant, content analysis of the participants’ narrative responses to questions regarding the greatest challenges to virtual teams suggested otherwise. Beyond the traditional strategies used to enhance a team’s effectiveness, further efforts directed towards the specific technology and communication-related issues that concern dispersed team members are needed to supplement the set of best practices identified in the current study.}, + number = {8}, + urldate = {2015-09-21}, + journal = {Information \& Management}, + author = {Lurey, Jeremy S. and Raisinghani, Mahesh S.}, + month = oct, + year = {2001}, + keywords = {virtual teams, team effectiveness, External support mechanisms, Internal group dynamics}, + pages = {523--544}, + file = {1-s2.0-S037872060100074X-main.pdf:C\:\\Users\\charl\\Zotero\\storage\\34J9ETJZ\\1-s2.0-S037872060100074X-main.pdf:application/pdf;ScienceDirect Snapshot:C\:\\Users\\charl\\Zotero\\storage\\B9CNTN8K\\S037872060100074X.html:text/html} +} + +@inproceedings{tan_tracing_2018, + address = {Palo Alto, California}, + title = {Tracing community genealogy: how new communities emerge from the old}, + shorttitle = {Tracing {Community} {Genealogy}}, + url = {https://aaai.org/ocs/index.php/ICWSM/ICWSM18/paper/view/17811}, + abstract = {The process by which new communities emerge is a central research issue in the social sciences. While a growing body of research analyzes the formation of a single community by examining social networks between individuals, we introduce a novel community-centered perspective. We highlight the fact that the context in which a new community emerges contains numerous existing communities. We reveal the emerging process of communities by tracing their early members’ previous community memberships.}, + booktitle = {Proceedings of the {Twelfth} {International} {Conference} on {Web} and {Social} {Media} ({ICWSM} '18)}, + publisher = {AAAI}, + author = {Tan, Chenhao}, + year = {2018}, + keywords = {Computer Science - Social and Information Networks, Physics - Data Analysis, Statistics and Probability, Physics - Physics and Society}, + pages = {395--404}, + file = {Tan - 2018 - Tracing Community Genealogy How New Communities E.pdf:C\:\\Users\\charl\\Zotero\\storage\\QEAEMFYR\\Tan - 2018 - Tracing Community Genealogy How New Communities E.pdf:application/pdf} +} + +@article{levina_distinction_2014, + title = {Distinction and status production on user-generated content platforms: using bourdieu’s theory of cultural production to understand social dynamics in online fields}, + volume = {25}, + issn = {1047-7047}, + shorttitle = {Distinction and {Status} {Production} on {User}-{Generated} {Content} {Platforms}}, + url = {https://pubsonline.informs.org/doi/abs/10.1287/isre.2014.0535}, + doi = {10.1287/isre.2014.0535}, + abstract = {In this paper, we propose an analytical lens for studying social status production processes across a wide variety of user-generated content (UGC) platforms. Various streams of research, including those focused on social network analysis in social media, online communities, reputation systems, blogs, and multiplayer games, have discussed social status production online in ways that are diverse and incompatible. Drawing on Bourdieu’s theory of fields of cultural production, we introduce the notion of an online field and associated sociological concepts to help explain how diverse types of producers and consumers of content jointly generate unique power relations online. We elaborate on what role external resources and status markers may play in shaping social dynamics in online fields. Using this unifying theory we are able to integrate previous research findings and propose an explanation of social processes behind both the similarity across UGC platforms, which all offer multiple ways of pursuing distinction through content production, as well as the differences across such platforms in terms of which distinctions matter. We elaborate what role platform design choices play in shaping which forms of distinction count and how they are pursued as well as implications these have for status gaining strategies. We conclude the paper by suggesting how our theory can be used in future qualitative and quantitative research studies.}, + number = {3}, + urldate = {2018-07-07}, + journal = {Information Systems Research}, + author = {Levina, Natalia and Arriaga, Manuel}, + month = sep, + year = {2014}, + pages = {468--488}, + file = {Snapshot:C\:\\Users\\charl\\Zotero\\storage\\GQLWSFZS\\isre.2014.html:text/html} +} + +@article{iriberri_life-cycle_2009, + title = {A life-cycle perspective on online community success}, + volume = {41}, + issn = {0360-0300}, + url = {http://doi.acm.org/10.1145/1459352.1459356}, + doi = {10.1145/1459352.1459356}, + abstract = {Using the information systems lifecycle as a unifying framework, we review online communities research and propose a sequence for incorporating success conditions during initiation and development to increase their chances of becoming a successful community, one in which members participate actively and develop lasting relationships. Online communities evolve following distinctive lifecycle stages and recommendations for success are more or less relevant depending on the developmental stage of the online community. In addition, the goal of the online community under study determines the components to include in the development of a successful online community. Online community builders and researchers will benefit from this review of the conditions that help online communities succeed.}, + number = {2}, + urldate = {2018-07-07}, + journal = {ACM Comput. Surv.}, + author = {Iriberri, Alicia and Leroy, Gondy}, + month = feb, + year = {2009}, + keywords = {lifecycle, literature review, success factors, Online communities}, + pages = {11:1--11:29}, + file = {Iriberri and Leroy - 2009 - A life-cycle perspective on online community succe.pdf:C\:\\Users\\charl\\Zotero\\storage\\3V8BAWQT\\Iriberri and Leroy - 2009 - A life-cycle perspective on online community succe.pdf:application/pdf} +} + +@inproceedings{eagar_when_2015, + address = {Atlanta, Georgia}, + title = {When online communities collide: {Boundary} identity construction and spanning}, + shorttitle = {When {Online} {Communities} {Collide}}, + url = {http://aisel.aisnet.org/icis2015/proceedings/HumanBehaviorIS/2/}, + abstract = {Online brand communities reflect a shared interest among participants that sustains community identity around and through brand consumption. While exchanges within such a community are typically supportive, conflict can exist between different, and sometimes competing, brand communities. The phenomena of communities in conflict introduces an element of ‘other’ that allows each community to delineate its values more succinctly by affording a comparative point of reference. The aim of this research is to understand online inter-community conflict using a boundary object theory lens to examine the how online brand communities construct and span boundaries. Using the example of two online brand communities comprising the followers of the authors J.K. Rowling and Terry Pratchett, preliminary results illuminate how discrete communities assert their individual boundary identity construction and spanning.}, + language = {English}, + urldate = {2018-07-07}, + booktitle = {Proceeings of the {Thirty} {Sixth} {International} {Conference} on {Information} {Systems} ({ICIS} '15)}, + publisher = {Association for Information Systems}, + author = {Eagar, Toni and Beekhuyzen, Jenine and Campbell, John}, + year = {2015}, + pages = {10}, + file = {Eagar et al. - When Online Communities Collide Boundary Identity.pdf:C\:\\Users\\charl\\Zotero\\storage\\YY9YPIMT\\Eagar et al. - When Online Communities Collide Boundary Identity.pdf:application/pdf;Snapshot:C\:\\Users\\charl\\Zotero\\storage\\GE94PC2B\\when-online-communities-collide-boundary-identity-construction-an.html:text/html} +} + +@article{campbell_conflict_nodate, + title = {Conflict and identity shape shifting in an online financial community}, + volume = {19}, + copyright = {© 2008 The Authors. © 2008 Blackwell Publishing Ltd}, + issn = {1365-2575}, + url = {https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1365-2575.2008.00301.x}, + doi = {10.1111/j.1365-2575.2008.00301.x}, + abstract = {Abstract. This paper challenges traditional explorations of online communities that have relied upon assumptions of trust and social cohesion. In the analysis presented here, conflict becomes more than just dysfunctional communication and provides an alternative set of unifying principles and rationales for understanding social interaction and identity shape shifting within an online community. A model is advanced that describes the systematic techniques of hostility and aggression in technologically enabled communities that take the form of contemporary tribalism. It is argued that this tribe-like conflict embodies important rituals essential for maintaining and defining the contradictory social roles sometimes found in online environments. This research offers a critical interpretive perspective that focuses on the link between identity shape shifting behaviours and the power relations within an online financial community. The analysis reveals how conflict between positions of power can help to align the values and ideals of an online community. With this study we seek to motivate a re-examination of the design and governance of online communities.}, + language = {en}, + number = {5}, + urldate = {2018-07-07}, + journal = {Information Systems Journal}, + author = {Campbell, John and Fletcher, Gordon and Greenhill, Anita}, + keywords = {online communities, conflict, character theory, finance, identity shape shifting}, + pages = {461--478}, + file = {Campbell et al. - Conflict and identity shape shifting in an online .pdf:C\:\\Users\\charl\\Zotero\\storage\\GXP2WD8S\\Campbell et al. - Conflict and identity shape shifting in an online .pdf:application/pdf} +} + +@inproceedings{yang_culture_2011, + address = {Palo Alto, California}, + title = {Culture matters: a survey study of social {Q}\&{A} behavior}, + shorttitle = {Culture {Matters}}, + url = {https://www.aaai.org/ocs/index.php/ICWSM/ICWSM11/paper/view/2755}, + abstract = {Online social networking tools are used around the world by people to ask questions of their friends, because friends pro-vide direct, reliable, contextualized, and interactive respons-es. However, although the tools used in different cultures for question asking are often very similar, the way they are used can be very different, reflecting unique inherent cultur-al characteristics. We present the results of a survey de-signed to elicit cultural differences in people's social ques-tion asking behaviors across the United States, the United Kingdom, China, and India. The survey received responses from 933 people distributed across the four countries who held similar job roles and were employed by a single organ-ization. Responses included information about the questions they ask via social networking tools, and their motivations for asking and answering questions online. The results re-veal culture as a consistently significant factor in predicting people's social question and answer behavior. The promi-nent cultural differences we observe might be traced to peo-ple's inherent cultural characteristics (e.g., their cognitive patterns and social orientation), and should be comprehen-sively considered in designing social search systems.}, + booktitle = {Proceedings of the {Fifth} {International} {AAAI} {Conference} on {Weblogs} and {Social} {Media} ({ICWSM} 2011)}, + publisher = {AAAI Press}, + author = {Yang, Jiang and Ringel Morris, Meredith and Teevan, Jaime and A. Adamic, Lada and S. Ackerman, Mark}, + month = jan, + year = {2011}, + pages = {409--416} +} + +@book{glaser_discovery_1967, + address = {Chicago, Illinois}, + title = {The discovery of grounded theory: {Strategies} for qualitative research}, + isbn = {978-0-202-30260-7}, + shorttitle = {The {Discovery} of {Grounded} {Theory}}, + language = {English}, + publisher = {Aldine Publishing Company}, + author = {Glaser, Barney G. and Strauss, Anselm L.}, + year = {1967} +} + +@book{charmaz_constructing_2015, + address = {Thousand Oaks, California}, + edition = {2nd}, + title = {Constructing grounded theory: {A} practical guide through qualitative analysis}, + isbn = {0-7619-7352-4}, + shorttitle = {Constructing {Grounded} {Theory}}, + publisher = {SAGE}, + author = {Charmaz, Kathy}, + year = {2015} +} \ No newline at end of file