1 0 Tag Archives: knowledge transfer
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Twitter supports knowledge networking

Knowing who has the knowledge is more important then have the knowledge yourself. This businessrule we often hear in our interviews with customers. An the other hand we see that networkingplatforms are growing every day outside the companies (linkedin, xing ed.).

But how can we use both trends useful for our organisations so that we achieve a sort of knowledge network in the organisation? So that employees are knowing from each other which knowledge is available in the organisation. Who knows what?

An other trend that we observe is that people more and more working in networks. When people are working for your organisation they use their own network to get the job done, but they also enlarge their netwerk with new contacts outside of your organisation. So it seems also important to keep also the network alive when employee’s leaving the organisation? The people who leave the organisation have specific knowlegde, they also are a part of the network of the employees who are still working for you and the leaving employee has a network that is interesting for the organisation (a part of the network is build up in your organisation).

We think that twitter can help the organisation to combine the trends in a positive way for the organisation. Twitter can help to:

  • get many twitter friends and followers to get everyone involved (it is very easy to become friends)
  • read what your friends are doing and what is on their mind to get more knowledge or ideas form the twitter network
  • have an easy and fase way to get to know your coworkers and be known by the existing group
  • blur the organizational borders, twitter networks do not care about your job. So if you stop working somewhere you can still be part of the network
  • get to know new people and take a peek into their thoughts, so you can get new ideas and knowledge.

Is it hard to get above avantage? We think it is not, the implementation of the twitter-technology is a small change on your intranet. The most work will be to explain the value of the knowlegde network and the reason to twitter to your employees. But the most of them are using networkplatforms outside the company, so why would the change be big?

In the above situation, twitter is used as a social software but then applied in a business context. What are your thoughts on this subject? We would love to hear!

This post was made by @hendri_ende and @robberthomburg

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Presentation at Conference on Communities & Technologies

Here is the presentation I gave yesterday during the workshop on Communities of Practice in Highly Computerized Work Settings, as part of the Third International Conference on Communities & Technologies at Michigan State University. Volker Wulf and Aditya Johri were able to assemble a diverse group of people for the workshop, which led to many interesting avenues of discussion throughout the day.

With regards to my presentation, I was happy to receive a lot of positive feedback on my research perspective. The timeliness and relevance of studying virtual worlds as a test bed for possible new ways of working in organizations was acknowledged. The theoretical foundation seems to be fairly solid, as well. But as before in Finland, the group struggled with the tension between work and play (as do I).

The most interesting element of that discussion was a contribution by Karsten Wolf (who also presented a paper on his own World of Warcraft research during this conference). He argued that perhaps the tasks that are being performed in a virtual world (he used “killing a dragon” as an example) are much simpler than the tasks performed in a work context. Maybe simpler is not the right word, but at least they are not ambiguous or polluted by politics, which makes collaboration easier.

We also discussed possible reasons for the fact that these virtual world communities thrive without face-to-face contact (as do many open source communities) and came up with a “technology expectancy” theory: if you expect to be able to communicate face to face at some point, you will see computer-mediated communication as a hindrance. If you do not anticipate to communicate face-to-face, you will see the same technology as an enabler.

I will post some more comments about the conference tomorrow.

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More conference news

My paper about knowledge transfer in virtual worlds was not accepted for the ECSCW 2007 conference. On the positive side, I received extensive review comments which gives me some more insight into the position of the CSCW (Computer Supported Cooperative Work) community on this subject.

Positive elements in the comments where the acknowledgement that this is a timely topic and that the paper did a good job of explaining what drives the popularity of virtual worlds. The paper was also credited with giving insight into the way virtual worlds might encourage new ways of information transfer and trust building that are lacking in other forms of computer mediated communication. The motivational attributes that are identified in the paper (see my recent presentation in Finland for more on that) offer a good basis for further research.

The biggest problem with the paper is of course that it is a purely intellectual exercise and not a report on new research. In that sense it was considered premature by the reviewers, who would have liked to see some ethnographic evidence of the practices described in the paper. No argument there, but that will be something I will be working on in the coming months.

On the whole, I am encouraged by the comments. I guess a rejection for this particular conference was inevitable because of the lack of empirical evidence I supply.

On a further note, my contribution has been accepted to the workshop on Communities of Practice in Highly Computerized Work Settings, which is organized as part of the 3rd International Conference on Communities and Technologies at Michigan State University. That promises to be an interesting exchange of ideas.

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DiGRA conference

I received an invitation today to present at the poster session of this year’s DiGRA conference to be held in Tokyo this September, based on a paper I submitted in February (about virtual worlds as a tool for knowledge transfer). I’ll receive additional reviewer feedback shortly, so I don’t know exactly what they liked and didn’t like about my submission. More about that later.

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Presentation at Gamers in Society

Here is the presentation I gave today at the Gamers in Society seminar in Tampere, Finland. To summarize it briefly: I state that the intrinsic motivation that virtual worlds supply leads to more room for social aspects (as opposed to the task-oriented nature of “traditional” ICT), which in turn leads to more knowledge transfer. Let me talk a little bit here about the feedback I got.

First of all, my presentation apparently struck a cord with many of the people present because it sparked quite a bit of debate. Many different aspects entered the discussion, all very useful to further my thinking. And even though a lot of elements of my presentation were challenged, it was done in a very positive and constructive way.

One of the biggest problems that the audience had with my perspective was this: while you could argue that intrinsic motivation is an important aspect of virtual worlds (which makes them an enjoyable experience), wouldn’t the fun stop as soon as you use virtual worlds in a work context? One commentator stated that “you cannot force people to have fun”, which is true of course. In this round of discussion, the divide between the world of managers and the world of gamers came somewhat to the forefront. I was in the latter arena here, which meant some skepticism here and there about things having to do with the corporate world.

There was also some criticism about my (admittedly fairly blunt) statement that the use of “traditional ICT” (embodied in my perspective by the field of Computer Supported Cooperative Work) is always extrinsically motivated whereas virtual worlds are always intrinsically motivated. It is of course not that black and white. Examples were given of extrinsically motivated activities in games. Also, the possible difference in motivation was pointed out between what draws you into a virtual world initially and what keeps you there. In the discussion about this point, the exclusivity of virtual worlds as supplying the five elements of intrinsic motivation that I mention was challenged. Examples were given of social networking sites like LinkedIn or MySpace that also can be said to show most of these elements.

So where do I go from here with this project? One adjustment that I think I’ll make to my approach of the subject is this: I will not focus so much on virtual worlds as a tool for knowledge transfer, but rather on virtual worlds as a way to create the preconditions for knowledge transfer. And one of the most important preconditions is trust, which (as one commentator pointed out) I have to decompose a bit further. Another aspect I want to consider incorporating is the development of managerial skills inside a virtual world (for example, by leading a raiding guild in World of Warcraft).

The most valuable comments were made by the two invited commentators (T.L. Taylor and Daniel Pargman). They focused on the next steps in my project and on how to go about actually investigating the managerial relevance of virtual worlds. Their contributions supplied me with some solid ideas that will be very useful in the coming weeks and months when I go about designing my research methodology.

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Promising developments

I came across another company this weekend that offers virtual world solutions for corporate use: ProtonMedia. And unlike Qwaq (see earlier post), this one seems to have the right approach. They approach the use of virtual worlds from a learning perspective: using virtual worlds to foster networks and communities of practice in organizations. One of their advisors is Jay Cross, who has written a book about what he calls Informal Learning. This concept is related to the approach to knowledge management of people like Larry Prusak and Rob Cross. Our research on virtual worlds is very much inspired by those people and is also trying to uncover the value of this technology in the area of knowledge transfer. It is encouraging to see some products already being positioned in that field.

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Deja Vu All Over Again

Shortly after Sun showed their MPK20 workspace (see previous post) another company came out of stealth this week with a virtual world collaboration space: Qwaq. With the venerable Alan Kay as one of their advisors, I will not doubt they’ve given their business model a lot of thought. However, my gut feeling is that they are too soon and have chosen the wrong approach.
I feel Qwaq is making a translation of virtual worlds to a business collaboration context that is too literal. A literal translation of a virtual world to a business collaboration context has been attempted before. Around the turn of the century a virtual world called Alphaworld was a bit of a hype (although nowhere near what we’re seeing with Second Life at the moment). This coincided with the popularity of a research field called Collaborative Virtual Environments (virtual reality based collaboration spaces). We then also saw companies trying to capitalize on this popularity with a business-oriented virtual world collaboration space. The one that springs to mind is Blaxxun. The company still exists but we have not seen a large-scale adoption of these kinds of collaboration spaces in the past five years. One of the reasons is off course that there was never a consumer pull for virtual worlds like there is now. It was more or less the hobby of a small number of researchers. The context has changed tremendously, with tens of millions of people using virtual worlds now.
However, I personally don’t think that just because there is now a big consumer market for virtual worlds, applications in business like Qwaq will suddenly be succesful. We are just beginning to understand what is behind the current success of virtual worlds like Second Life. It will take a bit more study to understand which aspects of virtual worlds can have a relevance in a business collaboration and knowledge sharing sense. And that is exactly what our research project is trying to uncover.
For now, I would put my money on companies like Raph Koster’s Areae which is much more in touch with the gamer community and related aspects of fun, enjoyment and motivation. As described in a previous post, this is the direction that we are currently taking in our project.
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Virtual worlds, motivation and knowledge transfer


There is a considerable difference in approach between virtual worlds (such as Second Life) and ‘traditional’ ICT to support communication and collaboration (the latter is known as computer supported cooperative work or CSCW). Virtual worlds are about entertainment and play while CSCW is connected to work. It is this distinction that provides an interesting tension and a basis for our virtual worlds research project.

The aim of many current CSCW projects is to try to support all aspects of the work patterns of a group in a situation where the group is not in one location. However, it is a well-established fact that ambiguous and informal information is not easily communicated by means of ICT. We often revert to face-to-face contact for these situations. Prominent scholars of CSCW have concluded that this poses a fundamental problem, described by Mark Ackerman as the social-technical gap: ICT cannot support all social aspects of the work patterns of a group. Others have argued that trying to imitate a face-to-face situation with ICT is essentially a dead-end road.

What this means is that CSCW falls short in the area of effective knowledge transfer, because this depends on opportunities for informal communication (as put forward by the likes of Davenport and Prusak). The field of knowledge management has shown that effective knowledge transfer is key in achieving sustained competitive advantage.

When looking at the human-computer interaction taking place, the focus of CSCW as described above can be characterized as a focus on extrinsic motivation. It is not the human-computer interaction itself that is motivating, but it is the outcome of the activity that should supply the motivation. We are motivated by accomplishing a work-related task. The ICT we use seems to be more of an irritating intrusion that is best avoided by meeting in person.

What is missing, then, from a typical CSCW situation is an intrinsic motivation: the human-computer interaction itself supplying the reward. This is what happens in virtual worlds, where the experience of using this technology becomes enjoyable in itself. A review of research on virtual worlds and related subjects gives some indications of the ways in which this intrinsic motivation is created:

  • by giving the user appropriate challenges and rewards
  • by taking the user out of everyday existence
  • by giving the user a first-person perspective with direct feedback (important early work in this field was done by Brenda Laurel)
  • by creating an opportunity for shared activity
  • by allowing the user to see himself within the context of the group.

If organizations do not solely want to rely on face-to-face communication for the effective transfer of knowledge, a new set of ICT tools is needed. In numerous situations, face-to-face contact is expensive in terms of time and money. An effective way to transfer knowledge while avoiding these costs can be very attractive to many organizations.

The current state of the art in CSCW does not supply these ICT tools. The theory presented here suggests that virtual worlds may offer better opportunities for knowledge transfer based on their elements of intrinsic motivation. Following from the discussion above, we aim to answer the following research question:

Does interaction by means of virtual worlds generate higher levels of knowledge transfer than interaction by means of e-mail, chat and online team rooms in groups of knowledge workers with similar features?

We are currently refining this research question in discussions with fellow researchers and clients. We welcome your input. To design a suitable research method, the next step will be to define the elements of the research question and hypotheses in a way such that they can be observed and measured.

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