R.J. Ocker
2 articles-
Abstract
Findings from a previous study indicate that dominance was a key inhibitor of creativity in virtual teams. This study extends understanding of dominance through an in-depth, qualitative analysis of eight virtual teams. Two research questions are addressed: (1) how is dominance manifested in virtual teams? and (2) why does dominance occur in some teams, and not others? Findings indicate that dominance occurred in three different patterns. Although both males and females dominated, a commonality across patterns was that the dominant individual belonged to the majority sex in each team. Furthermore, dominance was driven by a combination of a few team member status traits. When one or more status markers belonged to a single person - the dominant member - and were absent in other team members, dominance was pronounced. In teams that did not experience dominance, these status indicators were spread across multiple members. Additionally, even though all teams communicated strictly via asynchronous computer-mediated communication (CMC), equalization was not evidenced in the majority of teams. Status characteristics theory and proportional representation theory provide a basis to explain the prevalence, as well as the absence, of dominance in these virtual teams.
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Influences on Creativity in Asynchronous Virtual Teams: A Qualitative Analysis of Experimental Teams ↗
Abstract
As virtual teams constitute an important and pervasive organizational structure, research with the aim of improving the effectiveness of these teams is vital. Although critical topics such as conflict, coordination and trust are being addressed, research on creativity in virtual teams has been quite limited. Given that creative solutions to complex problems create and sustain a firm's competitive advantage, an investigation of creativity in virtual teams is warranted. The goal of the current study is to explore the influences on creativity in asynchronous virtual teams. Predicated upon grounded theory, this exploration is accomplished through an in-depth qualitative analysis of the team communication transcripts of ten virtual teams. Teams were composed of graduate students who interacted solely via an asynchronous, computer conferencing system to develop the high-level requirements and design for a new innovative product. Significant inhibitors to the creative performance of virtual teams included dominance, domain knowledge, downward norm setting, lack of shared understanding, time pressure, and technical difficulties. Significant enhancers to creativity included stimulating colleagues, the existence of a variety of social influences, a collaborative team climate, and both the surfacing and reduction of equivocality.