Virtual team dynamics
Virtual team dynamics, or distributed team dynamics, refer to the behaviors and psychology found in a virtual team and is a subtopic of group dynamics and is connected with virtual management. A virtual team differs from a regular team in the sense that interactions between team members occur only via communication technologies while they rarely or never meet in person. Virtual teams have become increasingly popular with the increase of offshoring and working from home in the information age, and they are at the core of practices like globally distributed software engineering (GDSE) and open-source software development projects. The dynamics of a virtual team share several similarities with that of a team meeting face-to-face, but the virtual environment has some differences that affect their development.
Background
Virtual Teams
A virtual teams is a group of individuals who may be spread across different time zones, cultures, languages, or ethnicities, and are united by a common goal,[1] while they rarely or never meet in person. In the information age, with the rise of globalization, many aspects of traditional organizations are transitioning to distributed teams as there is increasing interest in practices like offshoring, outsourcing, or working from home. Hence the virtual team, as a fundamental part of distributed organizations, is also increasing in popularity. Remote and distributed work was identified as a talent trend in the late 2010's.[2] According to a report by Greenhouse and HRWins, the following statistics emerged in 2019:[3]
- "54% of employers surveyed say they offer employees the ability to work remotely. This includes working from home, co-working spaces, or remote offices on an occasional, part-time or full-time basis."
- "69% of employees surveyed feel working remotely would improve their work and their personal lives."
- "80% of survey respondents agree or strongly agree that they are willing to work remotely."
While various forms of work can be done in a distributed setting, virtual teams are commonly found in globally distributed software engineering (GDSE), which is a growing practice in the 21st Century. Virtual teams and organizations are a core aspect of GDSE because it often involves geographically distributed workers for whom meeting in person may not be feasible.[4] However, geographic distribution is not the only reason to have virtual teams. During the lockdown due to the COVID-19 pandemic, working remotely became the mandatory norm for a large fraction of workplaces around the world, including tech giants like Google,[5] Microsoft,[6] and Apple.[7] Some workplaces like Twitter[8] chose to make the transition permanent, allowing employees to work remotely in general, showing that virtual teams can be a viable alternative to onsite teams.
Differences between virtual and onsite teams
The virtual environment mainly introduces some disadvantages compared to the traditional onsite working environment:
- Limited or unclear communication, which increases the chances of miscommunication[9]
- Misunderstandings due to having no nonverbal information in low-bandwidth communication, such as email or text messaging[9]
- Cultural differences between team members that lead to an unstable working environment[10]
On the other hand, distributed working has many benefits which include:[10][11]
- Providing access to scarce resources and expertise by not being limited by the local area
- Faster and round-the-clock development by taking advantages of different time zones, as with follow-the-sun development
- Lower development cost due to finding employees with lower wages
- Closer geographical distance to customers in different countries
- Enabling mergers and acquisitions involving companies in different regions
If the given disadvantages can be overcome with technology and proper methodologies such as distributed agile software development, the advantages may balance the disadvantages and even enhance the output of software development teams.
Team dynamics
Team dynamics refer to the behavioral relationships between members of a group who have connected tasks within a company. Dynamics are affected by roles and responsibilities and have a direct result on productivity. Team dynamics are the unconscious, psychological forces that influence how a team interacts and their resulting performance. They are likened to unseen underwater sea currents, which can carry a boats to directions other than the ones they want to go.[12] Team dynamics are contingent upon the nature of the team’s work, the different personalities of team members, the team's professional and personal relationships with other people around them, and the environment the team works in. Team dynamics are considered good when they improve the overall performance of individual team members or the whole team. They are considered poor when they cause unproductive conflicts, lack of motivation, and hinder the team from reaching its goals.[12]
In order to build a good team dynamics, the following six factors are essential:[13]
- Open communication
- Empowerment of the team
- Clear roles and responsibilities
- Goal clarity
- An effective leader
- A reward and accountability system for both individual team members and the entire team
Team dynamics are important to a virtual team just as they are to onsite teams. The leadership should keep an eye on the current team situation, taking care of those unacceptable behaviors like bullying, groupthink, and free-riding. Team leaders should also encourage positive behaviors like idea sharing, maintaining trust, and making everyone respect each other. A team with good group dynamics always have trust between each other. They will be constructive and productive, and it demonstrates mutual understanding and self-corrective behavior. In comparison, bad group dynamics lead to diverging ideas and working individually.[14]
Team dynamics have an impact on the performance of a team including creativity, productivity, and effectiveness. Since group work is integral to organizations, addressing group dynamics can lead to better work outcomes, customer satisfaction, and improved throughput.[14]
Team building
Team building is one of the most widely used methods for improving team dynamics and is considered as one of the "centripetal forces" of GDSE, meaning that it is central to overcoming challenges of virtual teamwork.[10] A common strategy for many organizations is to have a team-building retreat, where team members engage in activities that are usually not part of their daily routine and try to address underlying concerns and build trust.
Among all organizational activities, one study found team-building to have the strongest effect (versus financial measures) for improving organizational performance. A 2008 meta-analysis found that team-development activities, including team building and team training, improve both a team's objective performance and that team's subjective supervisory ratings.[15]
Team building mainly consists of 4 main approaches:
- Setting Goals
- Role clarification
- Problem solving
- Interpersonal-relations
For virtual teams, many traditional team building activities are much more difficult to arrange since they require bringing all the distributed team members together physically. Hence organizations tend to arrange team-building activities as part of large in-person meetings held on a quarterly or annual basis.[16] In addition, organizations might turn to virtual team building methods.
The psychology of team dynamics
There are many ways one can approach the Psychology of Team Dynamics. There are certain psychological models to describe Team Dynamics which emphasize different psychological aspects. It is important to mention that most of the times an amalgam of these models serves with the closest description what is actually happening inside a group. This section describes a few example for these models.
Group dynamics
To understand the basics of the psychology of team dynamics first we need to fathom one of its principle concept: Group dynamics. It takes into account typical behaviors and the psychological processes leading to these behaviors regarding two main scenario: inside a social group (intragroup dynamics), between social groups (intergroup dynamics). Studying group dynamics can help us understanding decision-making behavior from the level of an individual towards a group level. It can also help us to analyse the emergence and popularity of new ideas and trends, how the speed of emergence and the popularity affected by from which part the idea came.[17]
Psychoanalysis
Psychoanalysis, developed by Austrian neurologist Sigmund Freud, can be also a good starting point to properly describe team dynamics. Compared to Group Dynamics the system of psychoanalysis is focused much more on the individual team member namely
the natural defensive behavior of an individual
— Jim Stewart, Pat Rogers, "Working with others", Studying Learning and Development: Context, Practice and Measurement (2017)
then on the team overall.[18] However, from the superposition of these individual psychoanalyzes we can draw very important and informative conclusions about the entire team. Also very important, that the content of a psychoanalysis is a very private information about an individual, therefore it must be handled with utmost discretion.
FIRO/Human elements model
Yet another promising model is FIRO/Human Elements (Schutz) which according to J. Stewart and P. Rogers determines:
the compatibility between people using the behaviours of inclusion, control, openness, and how these behaviours relate to inner feelings of significance, competence, and likeability.[18]
— Jim Stewart, Pat Rogers, "Working with others", Studying Learning and Development: Context, Practice and Measurement (2017)
Tuckman's stages of group development
The Tuckman model propose the following four phases which are essential for a team to grow[19]:
- Forming:
- The team members meet each other for the first time
- They start to build relationships
- Make agreements on the mission, the goals and start working on tasks
- Team members are more independent and show behavior which they think acceptable by other group members
- They tend to avoid conflicts at this stage
- Storming:
- They start to express their opinions, which frequently leads to conflicts.
- Storming usually starts when the first conflict arises
- In this phase conflicts usually arise because of different opinions, values or personal working styles
- Unfortunately in this stage, conflicts are usually not constructive but rather destructive causing anxiety and frustration in team members
- Norming:
- Reaching this phase as conflicts resolved, the team members become positive regarding the entire team
- Team members acknowledge each other and there is a high level of cooperation between them
- Trust grows and instead of competing each other, they ask for each others help[20]
- Performing:
- Team members are able to work independently and make decisions within their authority without any supervision.
- Conflicts still happen but they are resolved positively and can be constructive
A team can also revert to previous phases when reacting to changes of the team, goals or the project.
Team roles
The concept of role was developed by sociologists in order to explain how an organization function. It can be defined as a set of expected behaviour patterns attributed to someone occupying a given position in a social unit. Others refer to this as work preferences described as the different ways in which individuals in a team approach tasks.[21]
Nowadays Team Roles usually synonymous with the Belbin Team Inventory or one of it's extensions. Belbin defines team role as a tendency to behave, contribute and interrelate with others in certain distinct ways within a team.[21] Belbin's research identifies nine basic team roles and scores the individuals on how strongly they express behavioural traits from these roles. A person can show strong tendencies towards multiple roles. These roles are the following:
| Plant | • Creative
• Bright and free thinking • Innovator but often has difficulty communicating ideas |
| Resource Ivestigator | • Gives the team a rush of enthusiasm with pursuing contacts and opportunities
• Presents the Plant's ideas in an comprehensible and attractive manner to the customers |
| Co-ordinator | • Chairperson of the team
• Able to see the big picture • Confident,stable and mature • They can recognize abilities in others • Good at delegating tasks to the right person |
| Shaper | • Task-focused
• Enormous energy and a need to achieve • Goal oriented |
| Monitor Evaluator | • Logical observers, judges
• Seeing all options with the greatest clarity and impartialty |
| Teamworker | • Good listeners and diplomats
• Bridge between different roles • They can smooth over conflicts between different roles and help them to understand each other |
| Implementer | • They take suggestions and work on ideas from their colleges, (e.g. Plants) and make them reality
• Efficient and self-disciplined |
| Completer Finisher | • Perfectionist
• Need for accuracy • They're setting their own high standards and work alone rather than encourage others |
| Specialist | • Passionate to learn more in their field of specialization
• Enjoy transferring this knowledge to colleges |
TeamBuilder model
The TeamBuilder model is an extension of Belbin's model. Unlike Belbin's model, the TeamBuilder model describes non-judgmental, non-hierarchical, non-threatening roles making no prejudicial assumptions of intelligence and no assumptions about management skills. Whereas Belbin's team roles are distinguishable by status, importance and intelligence the TeamBuilder model identifies five roles equal along these features.[21] These roles are the following:
| Driving Onward | • Seeing the big picture
• Makes decision intuitively • Enthusiastic team organizers and team developers • Catalysts of improvement |
| Planning Ahead | • Clear and logical thinking
• Setting specific and measurable targets • Careful planners paying attention also for potential failures • Estimating feasibility |
| Enabling Action | • Identify essential resources
• Persuasive with good negotiation skills • Can influance the team and development in certain directions |
| Delivering Plans | • Turn plans into reality
• Realistic, not influenced unduly by the big picture • Ensure tasks are done immediately • Organasing the flow of work, co-ordinating the team's effort and maintaining the team's moral |
| Controlling Quality | • Preferring facts over theory
• Decision making based on careful analysis • Analyzing team performance and progress, thereby identifying the errors of a team • Evaluate results |
Myers–Briggs Type Indicator

The Myers–Briggs Type Indicator(MBTI) is an introspective self-report based on Jung's theory of psychological type indicating differing psychological preferences in how people perceive the world and make decisions. MBTI distinguishes four principal psychological dimensions. When completing the indicator the person obtains 4 scores, one for each dimension. These scores will determine where the individual's personality stands between the two extremes of all 4 dimensions.
| I | Introverted | Direction of Energy | Extroverted | E |
| S | Sensing | Source of Information | Intuitive | N |
| T | Thinking | Style of decision making | Feeling | F |
| J | Judging | Lifestyle | Perceiving | P |
In the process of understanding the basic dynamics of a team, we can use MBTI to determine how team members with different personality types interact with the team and contribute to the team's performance.[18] As a team member, awareness of your personality type can be advantageous, as if you know your personality type you also know its weaknesses and strengths. With MBTI you can treat your weaknesses as features of your personality type not as general weaknesses, which can also increase self-esteem, confidence. As now you are aware, you can also address these weaknesses directly. For example, if you have a more judging and introverted persona, you can try to be more extroverted or sometimes more perceiving when you need to make a decision. You can also learn the personality types of other team members, and this way you can approach them and handle possible conflicts with them more effectively.
MBTI personality types can be mapped several ways into team roles in order to understand team dynamics. For this first we need to identify team roles. Using the TeamBuilder model's five distinct role, the correlation between these roles and the personality types results in the following mapping:[21]
| I | Introverted | Enabling Action | |
| E | Extroverted | ||
| S | Sensing | Controlling. Quality | Delivering Plans |
| N | Intuitive | Driving Onward | |
| T | Thinking | Planning Ahead | Driving Onward |
| F | Feeling | Enabling Action | |
| J | Judging | Planning Ahead | |
| P | Perceiving |
Management Team Roles Indicator.(MTR-i)
MTR-i is a team role model which is compatible with and complementary to MBTI.[24] It also uses Jung's theory of psychological type in order to define a range of team roles. The team role of an individual is determined by the main products he or she can contribute to the team. Everyone can and does perform each team role to some extent. However, there are one or two team roles that is typical to a team member.[25] The team roles and the corresponding products are the following:
| Curator | Clarity of information and ideas |
| Sculptor | Bringing things to fruition, through action |
| Innovator | Imagination of new ideas or perspectives |
| Explorer | Exploration of potential in people/situations |
| Scientist | Forming explanation of how things work |
| Conductor | Introducing organisation into the way things are done |
| Crusader | Giving importance of ideas/beliefs/information |
| Coach | Building harmony/agreement in the team |
As MBTI and MTR-i compatible with each other we can map MBTI's personality types to MTR-i's team roles.
| ISTJ | ISFJ | INFJ | INTJ |
| Curator | Innovator | ||
| ISTP | ISFP | INFP | INTP |
| Scientist | Crusader | Scientist | |
| ESTP | ESFP | ENFP | ENTP |
| Sculptor | Explorer | ||
| ESTJ | ESFJ | ENFJ | ENTJ |
| Conductor | Coach | Conductor | |
Psychology of virtual teams
When looking at MBTI in the context of virtual teams, the team roles and personality types does not change. However they extend with new attributes, with things they prefer or trying to avoid. According to a research,[26] individuals with I, S, F, and P preferences responded most often that they work virtually 10% of the time or less. Put another way, those with ISFP preferences are most likely, perhaps surprisingly, to report working in a traditional fashion. The figure also shows that those with preferences for E, S, F, and J are most likely to report spending 91–100% of their time working virtually.
| Personality Type | Preferred type of work[26] | MBTI® preference tips for remote and virtual working suggested by The Myers-Briggs Company[27] | |
| I | Introverted | traditional fashion |
|
| E | Extroverted | virtual work |
|
| S | Sensing | traditional fashion |
|
| N | Intuitive | virtual work |
|
| T | Thinking | virtual work |
|
| F | Feeling | traditional fashion |
|
| J | Judging | virtual work |
|
| P | Perceiving | traditional fashion |
|
As the main theories of team roles strongly correlate with personality type theories, additional attributes of certain team roles can be determined according to MBTI's extended personality types for virtual environment.
The role of meeting in-person for virtual teams
Virtual teams use electronic communication channels and have minimal opportunities of meeting in-person in their daily activities. While these communication channels allow for the formal transfer of data and information, informal communications such as hallway and water cooler conversations do not occur. Thus, valuable communication opportunities are lost. Further, nonverbal aspects of communication such as body language and other visual cues are missed or misinterpreted if team members never meet in person to develop their social relationships.[28] In-person meetings allow feedback on the spot, which is usually not possible using electronic channels. Also, the permanence of written records in electronic media sometimes hinder people to respond to situations in the same way that they would when meeting in-person.
To address communication problems arising from the limitations of electronic communication, one approach used is to favor video conferencing as much as possible instead of emails, because it allows for communicating in real-time and exchanging some nonverbal cues.[16] Furthermore, virtual teams can consciously create space for informal communication by allocating time for it, such as by doing daily "swarm" meetings over video, where the purpose is simply to talk with team members, about work or personal life.[16]
While the mentioned solutions may help, in order to effectively bridge the gaps of electronic communication, team members should meet in-person in order to develop interpersonal bonds between people and tackle miscommunication.[16][29] Furthermore, these meetings may open additional channels supplementary to the technical solutions mentioned earlier, which can improve collaborative work. In these in-person meetings (also referred to as "face-to-face" or "F2F" meetings), members get to know each other, learn about cultural differences between members of the team, discuss and agree on ways to resolve tensions, set up procedures to coordinate work activities and start working together toward a successful completion of a project.
Although, there is a general consensus throughout the literature that at-least some form of in-person meeting is necessary, the timing of this meeting with regards to the stages of the project may differ. Some studies suggest to meet in-person as soon as a new team is formed[30] while other suggest to continue working in-person at the initial stages of a project.[31] Another study suggests to meet in-person regularly at various intervals in order to foster continuous social bonding.[16][32] Based on these, it seems ideal that face-to-face meetings should be held in the early stages and periodically throughout the project.
Stages of in-person meetings

Most studies agree that the full lifecycle of social ties (and thus in-person meetings) consists of 3 main stages.[29] These are:
- Introduction
- Build-up
- Maintenance and Renewal
In the context of social bonding, there are some limitations posed by in-person meetings that the managers should be aware of. These are:
- In-person meetings are short (last less than a week) and tend to offer only limited social space for various cultures.
- Most time spent in these meetings is dedicated to solving technical issues and developing project road maps (i.e. they deviate towards formalism).
- Sometimes, not all team members may be invited to these meetings due to budget constraints.
- Short and infrequent in-person meetings offer sporadic interpersonal interactions between team members, thus hindering building of inter-personal relationships.
Hence, It is imperative that the team managers take these into account and carefully plan the activities before, during and after the meeting in order to reap the benefits. A subset of suggested activities in each stage are listed in the table below:
| Before in-person meeting
(Introduction) |
During in-person meeting
(Build-up) |
After in-person meeting
(Renewal) |
|---|---|---|
|
|
|
The activities described above provide ways for managers to supplement collaborative tools and methodologies with human-related activities to ensure the build-up and renewal of social ties between distributed team members. Furthermore, each team member differs in the way they bond with others, thus requiring a different set of activities that support the renewal of these social ties. Hence, considerable efforts need to be put to sense, analyse and apply the most appropriate activity at the right time. Thus, ensuring that social ties are enhanced and the collaborative work is improved.
Virtual team building methods
For newly forming teams, a popular approach for initial team building is to conduct icebreaker activities. Meanwhile, conventional team building activities include team members doing sports together or collectively working on creative side-projects. The activities requiring little to no physical interaction may translate to the online environment via telecommunication technology to become online activities. Alternatively, activities that are online to begin with, such as online games, can be modified or directly used for virtual team building.
Online activities
Through means like video conferencing, several team building activities can easily be translated to the online environment. Meanwhile, other activities take advantage of the environment and offer more exclusive interactions. The activities can serve as icebreakers or team building exercises that can be done during online meetings. Studies have shown that simply giving people opportunities to have non-work-related conversations, or to have them casually draw pictures together, can have positive effects on team cohesion.[33]
For getting team members to bond, some suggested online team building activities are:[34]
- Rock paper scissors tournament - A fast and simple competitive activity that can be managed via video conferencing. Players play a few rounds of rock paper scissors in pairs, and afterwards the winners among the pairs play with each other until there is a champion.
- Five minute life stories - An activity where team members are organized in pairs and given 5 minutes each to tell their life stories to each other. Afterwards, the whole group gathers together and every participant tells the life story they listened to.
- Two truths and a lie - An icebreaker activity where each team member tells the group three statements about themselves, where two are true and one is a lie. The other members try to figure out which one is the lie. The game encourages people to introduce themselves in a brief and interesting way, while making the team focus together for the truth analysis.
- 10 common things - An activity where the team is divided into small groups, and each group is given 10 minutes to come up with 10 things the group members have in common. It may start with simple truths but it is an opportunity to be creative. Afterwards, the groups come together to share their common things. The activity is a brainstorming exercise and also brings the team closer together because of learning their similarities.
To strengthen team dynamics in the context of the work ahead, some online team building activities are:
- Writing a team working agreement together - If it has not been done already, the (entire) team can brainstorm and discuss together to come up with a working agreement, which is a set of guidelines for how the team members will interact throughout the project. It is a conscious effort to define some of the core dynamics of the team. By having the team come up with its own rules on how to communicate and work, the team members are empowered and well-informed about how to work together and why the rules are the way they are. When developing the agreement, there are several factors to consider and different approaches that can be taken, but a quick method is to have the team leader present a first draft of the agreement and allow everyone to discuss the points. The working agreement could be saved in a common folder and revisited over time.[35]
- Examining cultural value differences together - Multicultural teams may benefit from setting aside some time to actively examine the different values of the cultures present in the team and their effects, such as how to communicate with supervisors.[36] For this purpose, useful tools are Meyer's Culture Map and Hofstede's cultural dimensions theory.
- "The aliens have landed" - An activity particularly useful for bridging cultural or language differences. The group imagines an alien has arrived, wanting to learn about the team's work without knowing their spoken languages. Hence each team member needs to draw five symbols or pictures to explain the team's goals. Afterwards, the pictures can be brought together in a shared folder, where the team can reflect on each others' interpretations.[34]
- One word exercise - A meeting warm-up exercise. After picking a topic for the exercise, such as a goal or theme of the meeting, every team member writes down a word they relate to the topic. Then everyone shares their word. With this exercise expectations and concerns about the topic may be expressed.[34]
Online games
Online multiplayer games are often environments where people collaborate to reach common goals as part of play. Compared to other online activities, they tend to feature more depth or additional single-player elements. The level of interaction between players may range from anonymously competing/collaborating in quick online minigames, up to attending virtual parties solely for the purpose of socializing with online friends.
Players interacting in online games may report benefits such as:[37]
- Bonding with other players over similar interests within and outside the game
- Testing and uncovering their skills
- Being engaged via the challenges
- Being encouraged to think and come up with new strategies
With such benefits, the experience of playing together helps team members get to know each other and build dynamics that may not develop as well in the more formal and limited context of the work environment. Classical team-building exercises may also translate into online game environments, where parts of or entire games are designed specifically as team building exercises[38] or have closely similar aspects.
Quick games
There are many games that can work effectively for team-building, both in the short and long term. For an online game to be suitable as a short-term team building exercise, the following properties are advantageous:
- The game is easily accessible, such as via web hosting or purchasing from online stores.
- The game is easy to set up for play, with an automatic or simple installer.
- The game is intuitive or otherwise easy to pick up and learn.
- The game offers clear goals or challenges.
- The game is not demanding on computer resources, such as having low disk and memory usage.
- The game clearly requires interactions with other players in the form of collaboration or competition.
- The game includes voice chatting or is played while other applications host voice chat.
- The roles and responsibilities in the game loosely resemble the interactions of the team in the work environment.
Some examples of quick games:[37]
- Party games - By their nature party games are easy to learn and considerably social, making them good at bringing people together. Online variants of such games can be found hosted on game websites or fore sale on online game stores. Examples of party games that can also be played in a distributed setting are:
- Taboo - A team-based word guessing game where a player must have their teammates figure out a word without saying it or any related words on a list. The game can be hosted online via conference calls.
- Charades - A team-based word guessing game where players need to act out a word with gestures but without speaking, until their teammates figure it out.
- Pictionary - A team-based word guessing game, where one player needs to draw the assigned word and others need to guess it. While this is ordinarily done on paper, the same concept is facilitated by some online games.[37]
- Lightweight online browser games:
- Cooperative or team-based ".io" games[37] - The ".io" name refers to a genre of browser games characterized by quick multiplayer sessions, simple graphics, and near-immediate access to the game environment (popularized with Agar.io). Not all such games are ideal for team building, while some of them stand out by having the properties listed above.
- Cooperative or team-based "flash games" - A large variety of browser games are run by web plugins such as Adobe Flash. A subset of such games feature the properties listed above.
Long-term games
Long-term multiplayer online games may also be played by team members over the course of days to weeks or longer. Interaction in such games gives team members regular interactions and common investments outside of work, allowing them to establish more personal relationships in an informal environment[37][38]. Various types of games can be considered for team building, featuring collaborative activities like building, exploration, puzzle solving, or survival. The following aspects may be considered when evaluating a game for the goal of team building:
- The game needs to appeal to everyone in the team, because everyone in the team needs to participate for the experience to be effective[38]. This is easier if the game basics are easy to learn and the game can be accessed easily. Additionally, it would help to have themes and game mechanics that would interest everyone.
- The game's complexity and depth should be at an appropriate level. Games with too little depth may not inspire players to interact meaningfully and players may start viewing the game more like a chore after a while. Games with steep learning curves may not be appealing to some team members. Games that have a great deal of content or depth, if not carefully managed, have the risk of taking too much attention and damaging the productivity of team members at work even though they have strong dynamics.
- Games with collaborative elements, or with a mix of collaboration and competition, would encourage developing team dynamics. For games to be effective in improving team dynamics, the game needs to be set up such that success in the game is difficult unless team members successfully work together and communicate[38].
- Games that enable considerable power imbalances between players need to be considered with caution, because they may lead to exploitative relationships between team members that may upset balances in the work environment in exchange for benefits in the game.
- Games with surprise mechanics, paywalls, or similar microtransaction-based elements should be considered with great caution, as certain business models involving them encourage competitive spending rather than meaningful social interactions[39].
See also
- Distributed development
- Communication in Distributed Software Development
- Virtual Team
- Virtual Management
References
- ↑ "Virtual Team - Origin, Definition and its Scope". www.managementstudyguide.com. Retrieved 2020-05-27.
- ↑ "Top 2019 talent trends: The remote and distributed…". Greenhouse. Retrieved 2020-05-23.
- ↑ "Announcing the Workplace Intelligence report: New…". Greenhouse. Retrieved 2020-05-23.
- ↑ van Solingen, Rini (19 March 2020). "What Is GDSE?". YouTube. Unknown parameter
|url-status=ignored (help) - ↑ Gartenberg, Chaim (2020-05-08). "Google says that the majority of its employees will work from home until 2021". The Verge. Retrieved 2020-05-23.
- ↑ Spataro, Jared; Microsoft 365, Corporate Vice President for (2020-03-12). "The top 9 ways Microsoft IT is enabling remote work for its employees". Microsoft 365 Blog. Retrieved 2020-05-23.
- ↑ "Apple's COVID-19 Response". Apple Newsroom. Retrieved 2020-05-23.
- ↑ Kelly, Jack. "After Announcing Twitter's Permanent Remote-Work Policy, Jack Dorsey Extends Same Courtesy To Square Employees". Forbes. Retrieved 2020-05-22.
- ↑ 9.0 9.1 "Why remote working doesn't have to mean alienated employees". World Economic Forum. Retrieved 2020-05-22.
- ↑ 10.0 10.1 10.2 van Solingen, Rini (19 March 2020). "Why GDSE?". YouTube. Unknown parameter
|url-status=ignored (help) - ↑ Conchúir, Eoin Ó; Ågerfalk, Pär J.; Olsson, Helena H.; Fitzgerald, Brian (August 2009). "Global software development: where are the benefits?". Communications of the ACM. 52 (8): 127–131. doi:10.1145/1536616.1536648. ISSN 0001-0782.
- ↑ 12.0 12.1 "Definition of Team Dynamics". www.teamtechnology.co.uk. Retrieved 2020-05-22.
- ↑ "Team Dynamics | AMA". www.amanet.org. Retrieved 2020-05-23.
- ↑ 14.0 14.1 "6 strategies for managing and improving team dynamics". www.deakinco.com. Retrieved 2020-05-22.
- ↑ Salas, E., Diazgranados, D., Klein, C., Burke, C. S., Stagl, K. C., Goodwin, G. F., & Halpin, S. M. (2008). "Does Team Training Improve Team Performance? A Meta-Analysis". Human Factors: The Journal of the Human Factors and Ergonomics Society. 50 (6): 903–933. doi:10.1518/001872008X375009. PMID 19292013.CS1 maint: Multiple names: authors list (link)
- ↑ 16.0 16.1 16.2 16.3 16.4 Sutherland, Jeff (2 April 2020). "Distributed Scrum: Constant Communication". YouTube. Unknown parameter
|url-status=ignored (help) - ↑ "Group dynamics", Wikipedia, 2020-05-09, retrieved 2020-05-23
- ↑ 18.0 18.1 18.2 Stewart, Jim; Rogers, Pat (2017). Studying Learning and Development: Context, Practice and Measurement. 151 The Broadway, London SW19 1JQ: Chartered Institute of Personnel and Development. p. 66. ISBN 9781843984146. Search this book on
- ↑ "Forming, Storming, Norming, Performing: The Stages of Team Formation". 2015-08-11. Retrieved 2020-06-04.
- ↑ "5 Stages of Team Development | Tuckman's Group Development". Project-Management.com. 2018-10-10. Retrieved 2020-06-04.
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 Gabriel, Malcolm (2000). Personality types as predictor of team roles. University of South Africa. pp. 37, 50, 53–55, 63. Search this book on
- ↑ "Team Role Inventories", Wikipedia, 2020-03-21, retrieved 2020-05-25
- ↑ "Myers Briggs Personality Types - Introduction and Overview". www.teamtechnology.co.uk. Retrieved 2020-05-24.
- ↑ 24.0 24.1 "MTR-i Team Roles". www.team-technology.co.uk. Retrieved 2020-05-25.
- ↑ 25.0 25.1 "Working out your team role". www.teamtechnology.co.uk. Retrieved 2020-05-25.
- ↑ 26.0 26.1 Thompson, Richard C.; Haynie, Sherrie R.; Schaubhut, Nancy A. (2018). "MYERS-BRIGGS® TYPE AND WORKING VIRTUALLY". The Myers Briggs. Retrieved 2020-05-26. Unknown parameter
|url-status=ignored (help) - ↑ "MBTI® preference tips for remote and virtual working". The Myers-Briggs Company. 2020. Retrieved 2020-05-26. Unknown parameter
|url-status=ignored (help) - ↑ Burgoon, Judee K.; Bonito, Joseph A.; Ramirez, Artemio; Dunbar, Norah E.; Kam, Karadeen; Fischer, Jenna (2002-09-01). "Testing the Interactivity Principle: Effects of Mediation, Propinquity, and Verbal and Nonverbal Modalities in Interpersonal Interaction". Journal of Communication. 52 (3): 657–677. doi:10.1111/j.1460-2466.2002.tb02567.x. ISSN 0021-9916.
- ↑ 29.0 29.1 Oshri, Ilan. (2011). The handbook of global outsourcing and offshoring. Palgrave Macmillan. ISBN 978-0-230-29352-6. OCLC 751520852. Search this book on
- ↑ Cascio, Wayne F.; Shurygailo, Stan (2008). "E-Leadership and Virtual Teams". IEEE Engineering Management Review. 36 (1): 79. doi:10.1109/emr.2008.4490142. ISSN 0360-8581.
- ↑ Lee-Kelley, Liz; Sankey, Tim (January 2008). "Global virtual teams for value creation and project success: A case study". International Journal of Project Management. 26 (1): 51–62. doi:10.1016/j.ijproman.2007.08.010. ISSN 0263-7863.
- ↑ Kirkman, Bradley L.; Mathieu, John E. (October 2005). "The Dimensions and Antecedents of Team Virtuality". Journal of Management. 31 (5): 700–718. doi:10.1177/0149206305279113. ISSN 0149-2063.
- ↑ Redmiles, David (6 April 2020). "Global Software Engineering Industry and Research, David Redmiles, UC Irvine, ISR Research Forum". YouTube. Unknown parameter
|url-status=ignored (help) - ↑ 34.0 34.1 34.2 "Best Team Building Activities & Games for Remote Teams | Miro". https://miro.com/. Retrieved 2020-05-22. External link in
|website=(help) - ↑ Haskell, Jane. "Working Agreements" (PDF). The University of Maine. Unknown parameter
|url-status=ignored (help) - ↑ Elsinga, Dianne (6 April 2020). "Building a Great Global Team". YouTube. Unknown parameter
|url-status=ignored (help) - ↑ 37.0 37.1 37.2 37.3 37.4 Cheung, Ho Yin (2019-01-31). "How I Use Online Games to Skyrocket My Remote Team's Productivity". Medium. Retrieved 2020-05-22.
- ↑ 38.0 38.1 38.2 38.3 Ellis, Jason B.; Luther, Kurt; Bessiere, Katherine; Kellogg, Wendy A. (2008). "Games for virtual team building". Proceedings of the 7th ACM Conference on Designing Interactive Systems - DIS '08. Cape Town, South Africa: ACM Press: 295–304. doi:10.1145/1394445.1394477. ISBN 978-1-60558-002-9.
- ↑ Klubnikin, Andrei (February 14, 2018). "Microtransactions In Games: The Good, The Bad, And The Ugly". Game Analytics. Retrieved 4 June 2020. Unknown parameter
|url-status=ignored (help)
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