SAG39197 5 SAG43110.1177/1046878110391975Lisk et al.Simulation & Gaming Leadership in Multiplayer Online Gaming Environments Simulation & Gaming 43(1) 133–149 © 2012 SAGE Publications Reprints and permission: sagepub.com/journalsPermissions.nav DOI: 10.1177/1046878110391975 http://sag.sagepub.com Timothy C. Lisk1, Ugur T. Kaplancali2, and Ronald E. Riggio3 Abstract With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also contribute to building relationships and sharing/delegating authority with others, in other words, acquiring leadership skills. Games and simulations have long histories as tools to facilitate learning and training, especially in formats such as board games, role-playing games, and real-life simulations. However, multiplayer online games are rarely used outside military training for leadership development. With its emphasis on transformational leadership skills in distributed teams (DTs), this study presents several findings on leadership in multiplayer online environments, such as INFINITEAMS and EVE ONLINE. To cope with globalization, technological change, and highly competitive environments, leaders of DTs must have a better understanding of the contextual variables in online environments, and massively multiplayer online video games provide robust platforms to test their skills. Keywords online games, leadership, online environments, video games, distributed teams, massively multiplayer online environments, relationships, training, transformational, transactional, simulation/gaming 1 Claremont Graduate University, Claremont, CA Yeditepe University, Istanbul, Turkey 3 Claremont McKenna College, Claremont, CA 2 Corresponding Author: Timothy C. Lisk, Claremont Graduate University, School of Behavioral and Organizational Sciences, 123 East Eighth Street Claremont, CA 91711, USA Email: [email protected] Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 134 Simulation & Gaming 43(1) With millions of subscribers and a growing appeal to broader audiences, massively multiplayer online environments (MMOEs or MMOs) provide robust platforms for social interaction to take place in groups formed within these online worlds. These groups are typically goal oriented when formed inside a MMO game and community oriented in a MMO social world. Both settings call for leadership and leaders to steer, select, guide, and facilitate across temporal, technological, geographic, and cultural boundaries, the same boundaries faced by distributed teams (DTs). Examples of leadership can be found everywhere in life. When the topic of leadership comes up in the media or in casual conversation, the leaders in question tend to come from politics, business and industry, the military, or even the media itself. However, leaders are also found in video games. From the MMO EVE ONLINE (EVE) comes a story of one such group of leaders who developed and released an inspirational YouTube video to thousands of their followers (Talamasca, 2008). Although their video articulated a shared vision with which team members identified, the leaders behind it were neither politicians nor CEOs. They were leaders in a video game. Multiplayer video gaming is growing at a tremendous rate and offers multiple research avenues for leadership scholars. This article explores leadership within the context of video games to examine the ways in which they can bolster our understanding of leadership in DTs. The limited research on leadership in DTs suggests that successful DTs need guidance, at least some structure, and effective communication, but leadership is typically examined indirectly if at all (Martins, Gilson, & Maynard, 2004). How does one go about developing leadership in DTs and what effect does it have on individual and DT performance? In recent years, game technologies have evolved into a driving force for interactive learning, training, and development. The inherent technological basis of video games and the dueling levers of malleability and control that can be manipulated by game developers are well suited to researchers tackling these questions. Leadership Early leadership research focused on individuals and the traits that might determine their success. However, these studies often failed to account for longitudinal processes— they did not account for the context of time. As research designs became more powerful, researchers moved into the realm of the behavioral, where they attempted to link leader behaviors to leadership effectiveness. In a sense, these studies added the context of various behaviors. More recently, followers and their relationships with leaders and each other added an interpersonal context to leadership research. When a situational context is added on top of these other layers, our understanding of leadership becomes even more nuanced. By examining leadership in context, researchers can understand leadership in a specific situation, and they can use this knowledge to inform predictions in a similar situation that has not yet fallen under the lens of science. A useful framework for examining leadership behavior in context is that of transformational and transactional leadership (Bass, 1985; Bass & Avolio, 1997; Burns, 1978). Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 135 Lisk et al. Table 1. Selected Domains of Leadership Research Leadership domain Transformational Authentic Cognitive LMX Readings Distinguishing features Bass (1985) Luthans and Avolio (2003) Lord and Brown (2001) Gerstner and Day (1997) Visionary, charismatic Explicit moral component Self-concept; leader prototypicality Dyadic leader-follower level of analysis Note: LMX = leader-member exchange. For a comprehensive review, see Avolio, Walumbwa, and Weber, 2009. Although many theories of leadership exist (Table 1), charismatic and transformational leadership have received more attention than any other in the past few decades (Avolio, Walumbwa, & Weber, 2009). Transformational leaders seek to empower, challenge, and inspire their followers to achieve goals benefiting the group (Bass & Riggio, 2006). Successful transformational behavior encourages employees to focus on the organization’s goals while satisfying individual higher order needs. Transactional leadership involves a request and comply exchange between the leader and follower (Yukl, 2006). In addition, it is more concerned with detecting and correcting mistakes and rewarding compliance. Although effective leaders exhibit transformational and transactional leadership behavior, evidence suggests transformational leadership, when given a choice, is the preferred style (Bass & Riggio, 2006). That said, a clear distinction between transformational and transactional leadership is not always supported by the literature (Yukl, 2006). At a broader level, those leadership behaviors traditionally deemed most useful face unique challenges in DTs. The subtle nuances of personal communication are often lost in the zeroes and ones that delineate the digital world (Bell & Kozlowski, 2002). Traditional teams consist of interdependent members who share a common goal or purpose and hold each other accountable (Greenberg, 2005; Katzenbach & Smith, 2005). In cross-functional teams, teams that consist of members from different backgrounds and occasionally different organizations, research suggests leaders need technical expertise and cognitive, interpersonal, project management, and political skills (Ford & Randolph, 1992; Mumford, Scott, Gaddis, & Strange, 2002; Yukl, 2006). Technical expertise is the ability to communicate with team members on the technical aspects of the project while cognitive skills help leaders solve complex problems. Interpersonal and political skills help the leader influence others and relate to team members. Project management skills are needed for planning and organization. Crossfunctional teams share some similarities with DTs. DTs, or virtual teams, are teams that span temporal, technological, geographic, and cultural boundaries, often simultaneously. Research on leadership skills necessary for DTs is less clear, although speculation often assumes the skills that help leaders perform well in cross-functional teams are also important in DTs (Yukl, 2006). This is not always the case as research indicates Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 136 Simulation & Gaming 43(1) leaders of DTs have an even tougher time establishing communication, task monitoring, and group identification (Yukl, 2006). The research on leaders of face-to-face (FTF) teams and DTs indicates that leader behavior and ratings of leadership should be predictive of team performance in an online game (Bass, Jung, Avolio, & Berson, 2003; Elenkov, 2002; Hoyt & Blascovich, 2003; Russell, 2001; Streufert, Pogash, & Piasecki, 1988; Xenikou & Simosi, 2006). Research suggests transactional leadership may be more useful than it is normally as it is difficult for transformational leaders to leverage their interpersonal skills in a DT. This must be interpreted cautiously because the same research has typically overlooked previously established DTs in favor of studying newly created, ad hoc DTs. Transformational leadership may still be a strong component of an established DT (Hertel, Geister, & Konradt, 2005). According to Yukl (2006), transformational leadership is “important in a dynamic, unstable environment that increases the need for change” (p. 265) and in organizations with an “entrepreneurial culture” (p. 265).These are the same environments where we might expect to find DTs. Leadership Development in Video Games Several games have been designed specifically to develop leadership skills through individual trial and error or team building. Facilitator-led sandboxes are software packages designed for either a single player or a team. An example of a single player, facilitator-led sandbox that focuses on leadership is VIRTUAL LEADER (see Table 2 for a summary of selected programs). VIRTUAL LEADER is presented alongside a clear leadership framework and encourages players to try different approaches to pregenerated scenarios. Players can try different leadership styles and receive feedback after each meeting, but despite the digital nature of the program, the training is actually intended for leaders of FTF teams, not DTs. A game that can tackle leadership training for DTs, INFINITEAMS, places multiple team members in the same session and assigns a single team leader. Players can be anywhere in the world and must work together to complete various puzzles to meet their end goal. Although designed as a game, simulation aspects of INFINITEAMS’ virtual world are reasonably realistic. Bartlett and Amsler (1979) stress that a simulation provides a valid learning experience if it is realistic in three respects: 1. In appearance: The detailed view of the rich graphics in INFINITEAMS offers a truly immersive visual virtual environment. 2. In its internal process: The simulation activities imitate the real-world without the inclusion of blood and gore. For example, fights with wild animals are animated as a small tornado action but those clashes can cost declines in health. Therefore important decision making is involved. 3. In the outcomes it generates: Playing the missions with predefined goals gives students a sense that their efforts have purpose and their accomplishments are valid. Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 137 Lisk et al. Table 2. Features and Intended Use of Selected Video Games Software Simultaneous users Distinguishing features EVE ONLINE >40,000 WORLD OF WARCRAFT <3,000 INFINITEAMS <10 Shared virtual world; intricate player driven economy Shared virtual world; millions of players worldwide Distinct leader and follower interfaces; modular team building scenarios Workplace simulation designed specifically for leadership development VIRTUAL LEADER 1 Intended use Entertainment Entertainment Team & leadership development Leadership development Note: Simultaneous users refer to the maximum number of players who can interact in the same game space at the same time. For example, WORLD OF WARCRAFT has millions of subscribers, but players are spread across multiple servers. In leadership development video games, scenarios tend to be restricted to the sandbox and users can retry the same scenarios with different approaches, learning through trial and error. A facilitator, either a live person or the software itself, guides players through the scenarios and supplements the experience with theory-based training on effective leadership behaviors. Due to their relative rigidity, training with these software packages is often a one-shot affair. After following the facilitator’s path, returns diminish for anyone tackling the program a second time as the challenges and decisions are already known. Although the majority of games are ultimately restrictive and attempt to “facilitate” users along a somewhat linear path, many video games not originally intended for formal leadership development have so many paths (Bonk & Dennen, 2005) that exhausting them is much more difficult. Classic examples such as SIM CITY represent a less restrictive, more free-form sandbox that allow players to attempt new strategies as many times as they would like. Although performance feedback is provided by the game, the players are largely free to develop their own criteria for success. Games Games have an impact on players’ motivation due to their uncertain outcome and the focus on a goal, providing a sense of challenge for players. This is fed by the opportunities to explore and discover new information and solutions (Bonk & Dennen, 2005). The motivational power of gaming was mentioned by educators (Bowman, 1982), and Yee (2007) found that players have a wide array of varied motivations to play and interact with others in his studies of player motivations in massively multiplayer online Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 138 Simulation & Gaming 43(1) role-playing games (MMORPGs, a subset of MMOs). Video games are engaging because of a combination of 12 elements (Prensky, 2001). For instance, games have goals that give players motivation. The element of interaction in games provides the structure for social groups and teamwork required for achieving game goals. Forming social groups and teamwork are common practice for the players in MMOs. Team formation, goals, and individual motivation are frequently studied topics in DTs (Hertel, Geister, & Konradt, 2005), and effective teamwork is one of the top five learning objectives in business simulations (Faria, Hutchinson, Wellington, & Gold, 2009). All games and instructional simulations are virtually risk-free environments that encourage exploration and trial-and-error actions with instant feedback and therefore stimulate curiosity, discovery learning, and perseverance (Kirriemuir, 2002). Triggered by immediate feedback, simultaneous learning on multiple levels can be expected through games. The social context of MMO environments also provides immersive and built-in creative elements for social learning (Tomlinson, 2005). Nonlinear learning is another key strength of game-based learning (GBL). More general terms used to explain this kind of learning in games are “experiential learning” (Ncube, 2007) and “learning by doing” (Aldrich, 2005). In addition, repeatability or replayability, an inherent feature of most games, is a contributor to the nonlinear learning environment of games. Replayability allows a learner to try again with a modified approach when they fail or do not quite deliver the desired outcome. In addition, replay ability makes it possible for a learner to make mistakes and learn from those mistakes without suffering the consequences as they would in real life (Benson, 1996). Games are inherently adaptive and will suit different learning styles. In many games, the difficulty is adjusted according to the performance of the player (Moreno-Ger, Burgos, & Torrente, 2009). A game discounting the knowledge and skill level of the learner will be less successful (Wilson et al., 2009). Cognitive engagement is a necessary condition for learning (Sawyer, 2006). Tradi tional classroom-based methods of learning make individual cognitive interaction more difficult. GBL produces immediate feedback, active participation, and high levels of interactivity, thus increasing the retention of the information supplied (Ricci, Salas, & Cannon-Bowers, 1996). Games provide well-structured and open-ended opp ortunities for practice with that information in new and novel situations (Squire, 2005). Game Development for Leadership Advances in technology have brought with them a variety of digital development alternatives to traditional leadership development. On a rough scale of structured to unstructured, these run from digitized games for simulation to video games, with facilitator-led digital sandboxes somewhere in between (Klabbers, 2009). Digitized simulations often take a traditional simulation or assessment center and place it on a computer. These may be designed for a single user or a team. The benefit is faster processing and feedback between “rounds” but the underlying structure does not differ Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 139 Lisk et al. much from noncomputerized simulations. Situated toward the “unstructured” end of the scale, the more free-form MMOs provide multiple paths to success as well as the relative unpredictability of human opponents. Another important characteristic of recent MMO games is that developers periodically add new challenges, levels, and even worlds to an existing game universe to increase the complexity and number of potential paths inside the game. They boast thriving virtual economies complete with developer-issued economic updates and runs on corrupt virtual banks. As MMOs are so free form, they offer many benefits for DT leadership development. MMOs with robust economies, such as EVE or SECOND LIFE, effectively mimic real-world economies because the market is influenced by tens of thousands of actual people. Conflicts can boil over into shipping lanes, impacting the price of raw materials. The frameworks of these MMOs are so open they are now being used to create customized training programs. The WORLD OF HEALTHCRAFT project (Robinson, 2008) is one such attempt to adapt a MMO to create an engaging leadership development program for a health care organization. The U.S. Army, an organization with a long history of simulations and leadership development, has run a MMO since 2002, AMERICA’S ARMY, whose basic underlying purpose is to recruit and train future soldiers. The U.S. Army also sponsored the development of FULL SPECTRUM WARRIOR, released in 2004, to train squad leaders for urban warfare (Fong, 2006). Experiments at the Kravis Leadership Institute run participants through experimental scenarios in software designed for team and leadership training as well as experiments built within MMOs like EVE to study DTs “in the wild.” Video games and MMOs additionally provide the opportunity for exposure to technology. Today’s virtual worlds, either social or game oriented, are becoming more adaptable and intense, making them more appealing as learning platforms. Reeves, Malone, and O’Driscoll (2008) described the temporary nature of leadership in MMOs as “the way in which leaders naturally switch roles, directing others one minute and taking orders the next” (p. 62), which in turn makes MMO leaders better followers and helps them avoid burnout. They also stressed the importance of the right environment and the potential benefits of “gamifying” (p. 63) the work environment to create systems supporting leadership qualities. Case Studies To better understand leadership in the context of DTs, Kravis Leadership Institute has conducted exploratory studies of leadership behavior in multiplayer video games. What follows are the two case studies of leadership research in video games. The first involves INFINITEAMS (Version 1), a virtual team survival scenario. Designed for team building and leader assessment, the INFINITEAMS software presents teams with obstacles that must be overcome cooperatively to survive after crash landing on a deserted island. The second study asked players of popular MMOs about their transformational leadership behavior within the virtual environment and at work. Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 140 Simulation & Gaming 43(1) INFINITEAMS—Transformational and Transactional Leadership In a study of 48 undergraduate college students between the ages of 18 and 22, Kaplancali (2008) ran small teams of four to five participants through INFINITEAMS. With randomly assigned leaders, team members completed pretests measuring Motivation to Lead (Chan & Drasgow, 2001), Leadership Self-Efficacy (Murphy, 1992; Murphy & Ensher, 1999), and a measure of prior gaming experience created for the study. They then took part in two back-to-back, 30-minute sessions, followed by posttest ratings of the team leader using Bass and Avolio’s (1997) Multifactor Leadership Questionnaire (MLQ Form 5x-Short). Kaplancali (2008) found no consistent link between Motivation to Lead, Leadership Self-Efficacy, or prior gaming experience to transformational and transactional leadership behavior as measured by MLQ leader self-report and subordinate report. The teams in this study were comprised of students who had already been assigned to small FTF groups for an unrelated class project. This prior familiarity and the continuous nature of the team’s work relationship (beyond the study), along with a presumably higher team cohesiveness than one would find in a team of strangers, may have muted the effects of individual leadership behavior. Self-reported transformation and transactional leadership behavior was strongly linked to final team scores. However, although teams did not receive their raw scores, leaders should have had a good idea of how well they were performing, and team performance may have influenced leadership self-ratings, not the other way around. To support this conclusion, follower ratings of the team leader were not significantly predictive of team scores. This may be due to the fact that team members did not have an omniscient view of the scenario (as did team leaders) and did not have as strong a sense of the team’s success or failure. The fundamental attribution error (Ross, 1977) likely also played a part. Team members, both leaders and followers, may have attributed team success to themselves and not other team members. Former small group research has identified a number of factors that negatively affect team performance and member satisfaction, for example, overdependence on a dominant leader or diffusion of responsibility and tendency to make more risky decisions (Kayes, Kayes, & Kolb, 2005). Future research should compare pre and post self-reported leadership behavior at the leader and subordinate level. Popular MMOs—Transformational Leadership Kravis Leadership Institute also studied transformational leadership among players of popular MMOs. Participants who were subscribers to WORLD OF WARCRAFT (WOW; n = 41), EVE (n = 573), and GUILD WARS (GW; n = 80) responded to recruitment posts in online forums. They answered questions pertaining to their guild’s structure, their leadership role in their guild, and self-rated transformational leadership behavior (MLQ) in their primary MMO and at work. Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 141 Transformational Leadership Lisk et al. 3.5 3 2.5 World of Warcraft EVE Online 2 Guild Wars 1.5 Guild Leadership Structure Figure 1. Self-report MMO transformational leadership scores by guild leadership structure Note: MMO = massively multiplayer online environments. Scores range from 0 (transformational leadership behavior is used “not at all”) to 4 (behavior occurs “frequently, if not always”); the data scale begins above 0 to illustrate between-group comparisons. Among participants who were members of a guild, little difference was detected among one guild leader, a group of guild leaders, or no guild leader (consensus or majority rule). However, participants who were guild members tended to report less transformational leadership behavior in both settings, MMO and work (Figures 1 and 2). The exception, although not significant, was WOW players who reported more transformational leadership behavior when they were not in a guild. Transformational leadership declined in GW as central leadership declined, from one leader, to many leaders, down to no leader. Although the effects were not significant, the trends in EVE and WOW appeared to nearly mirror each other (Figure 2). A significant or nearly significant positive linear trend was found for leadership and guild authority level (Table 3, Figure 3). In WOW and EVE, participants leading guilds reported significantly higher leadership than participants who were not in guilds. In EVE, guild leaders reported higher leadership scores than those who had no leadership authority in their guilds and those who were the equivalent of middle managers. Although we would expect leaders to self-select and exhibit more leadership behavior, these findings show that leadership exists and matters in an online “for fun” video game not at all designed for leadership training. The findings also highlight differences between the games. Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 Transformational Leadership 142 Simulation & Gaming 43(1) 3.5 3 2.5 World of Warcraft 2 EVE Online Guild Wars 1.5 Guild Leadership Structure Figure 2. Self-Report workplace transformational leadership scores by guild leadership structure Note: Scores range from 0 (transformational leadership behavior is used “not at all”) to 4 (behavior occurs “frequently, if not always”); the data scale begins above 0 to illustrate between-group comparisons. Table 3. Relationship Between Transformational Leadership Behavior and Guild Authority Level by MMO WORLD OF WARCRAFT (WOW) EVE ONLINE (EVE) GUILD WARS (GW) F p 12.154 47.142 3.432 <.001 <.001 <.068 Note: WOW F(1, 34); EVE F(1, 546); GW F(1, 68). These differences may have to do with the varying natures of the games examined. At the time of the study, high-level WOW players could not complete portions of the game on their own. In EVE, it is possible to be successful as a solitary player even after years of character advancement. People who play WOW without a guild may already be transformational leaders and find it easier to recruit strangers for spur-ofthe-moment activities. They may not need the built-in supply of partners that guilds offer, so they see no reason to join one. In EVE, one does not need to lead others in Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 143 Lisk et al. Transformational Leadership 3.5 3 2.5 World of Warcraft 2 EVE Online Guild Wars 1.5 Sole top level One of the top leader level leaders Middle level leader Not a leader Participant's Guild Leadership Role Figure 3. Self-report MMO transformational leadership scores by guild leadership role Note: MMO = massively multiplayer online environments. Scores range from 0 (transformational leadership behavior is used “not at all”) to 4 (behavior occurs “frequently, if not always”); the data scale begins above 0 to illustrate between-group comparisons. order to prosper. Some players even control several characters simultaneously, essentially running a team of one. Among only those participants who were members of a guild (see Figure 3), an overall downward trend occurs in MMO transformational leadership moving down the hierarchy from the guild leader to players on the bottom who are not in leadership roles. When examining workplace leadership, EVE players flatten out—their workplace transformational leadership has very little to do with their guild leadership position. Scores for top guild leaders fall across all three MMOs when examining workplace leadership and no clear trend emerges across the MMOs. No clear relationship appears between self-ratings of workplace transformational leadership behavior and guild leadership role. Conclusion In the last two decades, the organizational and institutional interconnections made possible by information technology have challenged leaders to be more responsive to their followers. Borderless connectivity of organizations’ divisions and subunits and the underlying communications technology infrastructure constitutes a new context for Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 144 Simulation & Gaming 43(1) how to lead. As the online technologies became more interactive through multiplayer games, social networking sites, and blogs, today’s leaders need to understand the dynamics of these specific technology-related interactions which go beyond conventional leadership communications. Leadership research in multiplayer games is only beginning to scratch the surface. The next generation of workers will have grown up with the Internet, YouTube, and Facebook, and a small but growing percentage will have leadership experience stemming from online groups in games like WOW. What this leadership experience means in the workplace, and how training and development can be geared more effectively toward employees of all backgrounds, is an important question. Research may need to more closely examine self-leadership and distributed leadership. For example, in the study of EVE, only 25% of respondents indicated their guild was run by a single leader. Researchers interested in pursuing leadership in video games would be well served to start by seeing if the foundation is strong. Do classic, previously established theories of groups, teams, and leader behavior hold up in online settings? We certainly find evidence that differences exist. Leading a DT is not as simple as applying the same techniques one would use when leading a traditional team (Balthazard, Potter, & Warren, 2004; Hertel, Geister, & Konradt, 2005; Hoyt & Blascovich, 2003; Zigurs, 2003). Where differences do exist, what are the contextual and temporal moderators? Longitudinal research on leadership in online multiplayer games is sparse at best. Theories such as the social information processing model of computer-mediated communication (Walther, 1992) place great emphasis on training and experience in the medium as a way to improve communication. Leaders who cannot wield the tools at their disposal do not stand a chance. At the end of Kaplancali’s (2008) INFINITEAMS study, after participants received an explanation of the study and the manipulations, a number of participants volunteered to informally discuss the study with the researchers or provide additional comments about the experiment. During these debriefing, one participant commented, “I usually think I am a good leader, but because I couldn’t use the technology I was unable to lead in a successful way, not due to leadership but [due to having] no skills in the program.” Team members who are not provided with sufficient training in the medium are likely to blame the organization, their leader, or both. Another participant wrote “[INFINITEAMS V1.0] didn’t provide any guidance on how to improve leadership or point out areas where we could do better.” In our study, INFINITEAMS was used as an assessment. Normally, as it is designed, INFINITEAMS would be presented alongside formal leadership training. During the presentation of our study in International Simulation and Gaming Association (ISAGA) conference, audience members and fellow researchers were interested in specific gaming technologies and narratives that are ready to apply for leadership training of teams. Simply throwing new training and development technology at a leadership deficit will not help. DT leaders need to ensure their team is adequately prepared to use the group communication technology and avoid technical frustration. Developers of training software must be sure to include a framework of effective leadership and ample performance feedback for virtual leadership development to be a success. Researchers Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 145 Lisk et al. must also pay attention to this issue as a participant’s lack of experience with the software or medium may interfere with manipulations and muddy results. In our view, the way a leader uses the technology must be visible—in all aspects— to the team. Games usually do a better job in providing such visibility and warning mechanisms than traditional groupware because their interfaces are inherently designed to engage users. The industry has already capitalized on these virtues of game design and integrated them into their products. For example, Seriosity (http://www.seriosity. com) created a virtual economy platform (player-to-player transactions are common practice in MMOs) for enterprise mail traffic, allowing users to signal the importance of each message by assigning it a finite currency value. In a cyclical process, DTs are driving flattening hierarchies, globalization, technological change, and an increased need for organizational flexibility, which in turn necessitate the need for more distributed teamwork. These DTs will need leadership of one form or another to build team cohesion, facilitate access to resources, and guide teams along the path(s) to success. Preliminary evidence even suggests that smoothly functioning DTs can be more effective than colocated or FTF teams (Siebdrat, Hoegl, & Ernst, 2008). To develop leadership for DTs, we need to know them. One of the best ways to understand the organizations of tomorrow is to study the closest thing to them today: teams and guilds in video games. By studying DT leadership in video games, we may be able to better delineate the contextual variables that hinder or help DT performance faster than if we focus on workplace studies alone. Acknowledgment We thank Jonnie Hill and the anonymous reviewers for their assistance in greatly improving this article. This article is a substantially augmented rewrite of a paper, Lisk, T. C., Kaplancali, U. T., & Riggio, R. E. (2009). 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Organizational Dynamics, 31, 339-351. Bios Timothy C. Lisk is a PhD candidate in industrial and organizational psychology at the School of Behavioral and Organizational Sciences. His research interests include shared leadership within distributed teams and massively multiplayer online games. Ugur T. Kaplancali has been teaching at Yeditepe University since 2009. As an economist by education, he received his PhD in management of information systems and technologies from Claremont Graduate University. His research interests include design and development of interactive learning environments in virtual worlds, gaming for leadership and community building, and localization of cross-cultural social networking technologies for new business development. Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016 149 Lisk et al. Ronald E. Riggio, PhD, is the Henry R. Kravis professor of leadership and organizational psychology and FORMER director of the Kravis Leadership Institute at Claremont McKenna College. He is the author of more than 100 books, book chapters, and research articles in the areas of leadership, assessment centers, organizational psychology, and social psychology. His most recent books are The Art of Followership and the Practice of Leadership, Jossey-Bass, 2008, 2007), Applications of Nonverbal Behavior (coedited with Robert S. Feldman; Erlbaum, 2005), and Transformational Leadership (2nd ed.), coauthored with Bernard M. Bass (Erlbaum, 2006). He is an associate editor of Leadership Quarterly and is on the editorial boards of Leadership, Leadership Review, Group Dynamics, and the Journal of Nonverbal Behavior. Downloaded from sag.sagepub.com at PENNSYLVANIA STATE UNIV on May 10, 2016
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