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Areas of research in Information Systems:
Information technology is providing the infrastructure necessary for
the development of new organizational forms. Virtual teams represent
one such organizational form, one that is changing the workplace and
providing organizations with higher levels of flexibility and
responsiveness. While the technological infrastructure supporting
virtual teams is largely available, there are a number of challenges
arising from space/time dispersion and cultural diversity that can
hamper virtual team functioning. Research on a range of issues surrounding virtual
teams is required if we are to learn how to manage them effectively. Recent
research has centred on virtual team inputs, socio-emotional processes, task
processes, and outcomes. Much of this literature focuses on comparisons
of virtual teams and traditional teams. While traditional team research
offers valuable theoretical background and a starting point for virtual
team research, virtual teams, with their unique managerial, technical
and social challenges, call for additional, specialised research. In
our work in this area, we concentrate mainly on understanding and
addressing the significant task coordination challenges in global
virtual teams such as for offshore software development projects.
Another related type of structure enabled by information technology
that has become prevalent is virtual communities. While a few online
communities such as Usenet newsgroups have existed for a quarter of a
decade, more recently, the number of virtual communities has increased
exponentially. As both virtual community sites and users grow in
number, they have become a subject of study by both the popular press
and Information Systems (IS) researchers. Thus, reasons why users join
particular communities are of interest to businesses seeking to
establish a web presence and for academics seeking to understand user
behaviour. Understanding virtual communities is also of interest to
organizations in order to be able to tap into their information and
revenue generating potential. Our research on virtual communities
consists of two main streams. One stream focuses on investigating the
factors affecting knowledge sharing and participation in such
communities while the other related stream studies how the commercial
potential of these communities can be realised. The virtual team and
community projects are described below.
Task Coordination in Global Virtual Teams
Global virtual teams (GVT) are defined as globally and/ or
organizationally dispersed workers brought together by information and
communication technologies (ICT) to accomplish one or more
organizational tasks. While GVT can potentially offer productivity
benefits to organizations, these benefits may not be realised if
organizations fail to address their task coordination challenges. For
instance, the cost savings derived from outsourcing software
development tasks through GVT can be wiped out by coordination
inefficiencies. GVT rely largely on ICT to accomplish their tasks,
including work coordination. Previous studies have found that poor
coordination causes GVT to produce fewer positive outcomes than
collocated teams. While interest in the study of ICT usage in GVT has
increased among researchers, there is little knowledge of how ICT can
facilitate GVT task coordination.
The objective of this research is therefore to investigate how ICT
can support GVT task coordination. Task coordination is the act of
managing interdependent work activities among team members. Task
coordination mechanisms can be categorised into three modes: the
impersonal mode (standards or rules, and plans or schedules), the
personal mode (supervisor-subordinate communication and peer-to-peer
communication), and the group mode (team meetings). The communication
required for coordination has inherent complexities. We propose that
different task coordination modes possess varying communication
complexities that can be optimally supported by ICT with specific
characteristics. The portfolio of ICT mediated coordination modes for a
particular GVT project should be determined by task interdependencies,
member dispersion, and time constraints on the team. The effectiveness
of the proposed ICT-mediated task coordination modes is being explored
both qualitatively through case studies and quantitatively through
surveys. Findings from this work should help guide future research and
the practice of GVT task coordination.

Figure 1: Global Virtual Team Task Coordination
Knowledge Contribution and Participation in Virtual Structures
The mere existence of technical infrastructure does not guarantee that
individuals will be willing to join and stay in a virtual community
(VC). Similar to other computer-mediated communications, a critical
mass or minimum number of people must be present in a VC in order to
attract new members or sustain interactions between existing members.
Without lively interactions, users will either stop participating or
migrate to larger groups, and the community will lose valuable benefits
that can also attract new members. Participation in these communities
is voluntary in nature. Individuals can choose to participate in one or
multiple communities. They can also vary in their involvement in
different communities, participating actively in some and occasionally
in others. Previous research has suggested that a VC member’s
intention to stay, willingness to help, and intention to spend time and
money are of great concern to VC organisers. In order to enjoy the
economic and intangible benefits from VCs, VC organisers need to
understand what attracts online members to stay in a community and be
willing to spend time, efforts or money in the community. This project
aims to contribute to this understanding by studying the impact of
individual needs, trust and identification on members’
participation intentions in VCs.
A unique type of virtual communities is related to Open Source Software
(OSS) projects. Here, members interact virtually for the purpose of
software development. The communities contain both users and developers
of these systems. The fact that there are more unsuccessful than
successful OSS projects has prompted researchers to investigate factors
that could increase OSS projects’ success rate. Trust and
members’ competency are among team and individual factors found
to affect OSS projects’ success. Our work in this area aims to
add to the literature by examining community-level factors that may
influence OSS success through their effect on enabling knowledge
transfer in an OSS community. This project examines the relationship
between OSS community network configuration and OSS success. Sampling
101 projects, this work has indicated that OSS projects’ success
is determined by the existence of a few central people who control the
transmission of information throughout the OSS community and by the
number of messages reaching each community member. OSS success is not
related to the ability of OSS community members to directly obtain
information from one another.

Figure 2: Virtual Community Challenges
Virtual Communities as Business Opportunities
A virtual community of committed members is of great strategic value
to online firms and vendors owing to its ability to attract and retain
members. However, online firms and vendors have found it difficult to
instil commitment among their VC members. Therefore, one research
objective in this area is to examine the mechanism of customer
commitment formation in a relationship-cum-interest based VC. By
understanding the mechanism of customer commitment formation in a VC,
online firms and vendors can enhance customer commitment to the VC.
Using the theory of reasoned action, this study suggests that
encouraging participation among customers is the springboard for
customer commitment to a VC. However, customer participation should be
balanced with a proper mix of cognition and affect enhancing aspects,
particularly those aspects that arouse customers’ interests and
encourage relationship building among them. Online firms and vendors
could benefit by encouraging personal relationships among their VC
participants.
Another objective is to investigate the use of digital items in
commercial VCs. Recently, digital items (e.g., avatars) have become
widely used in VCs and online games. Sales of digital items provide
revenue for Internet companies and VC providers who are suffering from
the lack of a profitable business model. However, there is a paucity of
understanding about people’s digital item purchase and usage.
This project examines why people pay for digital items from the
self-presentation perspective, by focusing on online identity, based on
social identity theory. Preliminary findings show that the presentation
desire of online identity leads to intention to purchase digital items.
They also show the significance of online group norms and online group
involvement in enhancing the presentation desire from the online social
identity perspective. The work also identifies the significance of
interaction effects between personal innovativeness and online group
involvement in enhancing presentation desire from the online personal
perspective. These findings can help advance theory and offer practical
insights in the context of Internet business and VC.
The faculty members involved in virtual teams and virtual communities research
are:
- CHAN Hock Chuan
- JIANG Zhenhui, Jack
- KANKANHALLI Atreyi
- KIM Hee Woong
- TAN Cheng Yian, Bernard
- XU Yunjie
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