13 research outputs found
A Qualitative Exploration of Factors Affecting Group Cohesion and Team Play in Multiplayer Online Battle Arenas (MOBAs)
Previous research examining the social psychology of video-gaming has tended to focus on Massively Multiplayer Online Role Playing Game (MMORPG) environments, such as World of Warcraft. Although many online group processes have been examined using this game, this genre does not enforce cooperative play and studies tend to be based on very large groups. Newer genres are being developed and played which have so far not been studied. The genre known as Multiplayer Online Battle Arenas (MOBAs) are attracting large numbers of players and success depends on effective team playing within smaller groups. The study reported here explores team play within MOBAs. Due to the lack of literature examining this genre, Corbin and Strauss’ (2008) Grounded Theory was used to analyse participants’ subjective experiences of playing MOBAs to create a conceptual model. A focus group pilot study informed the development of questions and then semi-structured interviews took place with twelve participants; 1 female and 11 male students aged between 18-21 years. Participants were required to have recent and frequent MOBA exposure, but with different preferences regarding roles and experience. Data was analysed using open, axial and selective coding and the resulting model depicts a scale, as optimal team performance was linked to a balance between factors. The core category “Communication” was heavily influenced by the relationship between teammates (friends or strangers). The balance of “Communication” affected the balance of the final three categories: “Team Composition”, “Psychological State” and “Level of Play”. The conceptual model is critically linked with traditional group processes, such as Belbin’s (1993) team roles, Tuckman’s (1965) model of group development and the perceptions and behaviour during the state of deindividuation (Taylor & MacDonald, 2002). The model has real-world application in both social and professional virtual environments, whilst contributing more broadly to research in Cyberpsychology and Social Psychology. Further research is suggested which will test predictions based on a predictive model
Coordination Cost and Super-Efficiency in Teamwork: The Role of Communication, Psychological States, Cardiovascular Responses, and Brain Rhythms
To advance knowledge on the psychophysiological markers of “coordination cost” in team settings, we explored differences in meta-communication patterns (i.e., silence, speaking, listening, and overlap), perceived psychological states (i.e., core affect, attention, efficacy beliefs), heart rate variability (i.e., RMSSD), and brain rhythms (i.e., alpha, beta and theta absolute power) across three studies involving 48 male dyads (Mage = 21.30; SD = 2.03). Skilled participants cooperatively played three consecutive FIFA-17 (Xbox) games in a dyad against the computer, or competed against the computer in a solo condition and a dyad condition. We observed that playing in a team, in contrast to playing alone, was associated with higher alpha peak and global efficiency in the brain and, at the same time, led to an increase in focused attention as evidenced by participants’ higher theta activity in the frontal lobe. Moreover, we observed that overtime participants’ brain dynamics moved towards a state of “neural-efficiency” or “flow”, characterized by increased theta and beta activity in the frontal lobe, and high alpha activity across the whole brain. Our findings advance the literature by demonstrating that (1) the notion of coordination cost can be captured at the neural level in the initial stages of team development; (2) by decreasing the costs of switching between tasks, teamwork increases both individuals’ attentional focus and global neural efficiency; and (3) communication dynamics become more proficient and individuals’ brain patterns change towards neural efficiency over time, likely due to team learning and decreases in intra-team conflict
Group Formation Techniques in Computer-Supported Collaborative Learning: A Systematic Literature Review
Group Development Stages in Open Government Data Engagement Initiatives: A Comparative Case Studies Analysis
Part 1: General E-Government and Open GovernmentInternational audienceCitizens are increasingly using Open Government Data (OGD) and engaging with OGD by designing and developing applications. They often do so by collaborating in groups, for example through self-organized groups or government-induced open data engagement initiatives, such as hackathons. The successful use and engagement of OGD by groups of citizens can greatly contribute to the uptake and adoption of OGD in general. However, little is known regarding how groups of citizens develop in OGD engagement. This study aims at exploring and understanding the development stages of citizen groups in OGD engagement. To attain this objective, we conducted a comparative case study of group development stages in two different types of OGD engagement. Our cases show that leadership and diversity of capabilities significantly contribute to the success of citizen groups in OGD engagement. These findings suggest that connecting citizens having a diversity of expertise prior to the OGD engagement event helps to improve its effectiveness. This research is among the first to apply group development stages model in open data engagement studies and thus opening up new research opportunities concerning group developments in the open data literature
