- مبلغ: ۸۶,۰۰۰ تومان
- مبلغ: ۹۱,۰۰۰ تومان
Teams in most work contexts work virtually to different degrees, for example in three-dimensional virtual environments. Regarding the development of new information and communication technology, an important question is, what influence the pervasion of innovative electronic devices, virtual and augmented reality as well as the respective software have on individual behavior and as a consequence on working processes. Industry as much as research embraces and analyzes processes and factors that influence virtual teamwork. In this paper a literature review is presented in order to merge findings of factors that influence the performance of virtual teamwork, such as the degree of virtuality and the presence of shared mental models. Results are presented as synthesis of these findings and a research agenda is derived.
Even though digitalization might very well be referred to as hype, we see some quite real fundamental changes driven by it. Interestingly enough, these changes do not only emerge in the context of information and communication technology (ICT), but also, and to a considerable degree, in society, its individuals and institutions1 . Many of these changes influence the way we work and how we organize the value added. Relevant topics have been discussed in context of computer supported collaborative work (CSCW) since the 1980s2 . But the current trend and new opportunities to virtualize whole work processes and the teams involved induce the need for up-to-date research. The aspects of influencing factors on the performance of virtual teamwork have up to now not been analyzed and structured to a sufficient degree.
4. Discussion and research agenda
Main factors influencing the performance of VTs were derived in the course of this article. A literature review regarding scientific works on VTs was performed providing an overview of influencing factors answering RQ1. The findings can be related to the media synchronicity theory by40 as several factors extracted from literature can be located in the model of media synchronicity, such as training, shared mental model, and social norms. Thus, future research could proceed to match relevant factors constituting successful virtual teamwork to the media synchronicity model, building on this established theory. Regarding feature richness and rich media experience, subsequent research focusing 3DVEs and other mixed reality technologies seem promising to understand current trends from a scientific perspective.