This report discusses the use and usability of Go*Team, an online gaming environment based on the ancient strategy game Go, that embeds participants in situations where they must cooperate as a team to make strategic decisions based on shared information. Go*Team is designed to simulate situations in which people and groups coordinate, cooperate and share information to achieve organisational goals in the anticipated future network-centric environment. Over forty Go*Team game sessions were conducted with diverse groups of participants, most at the Activity Theory Usability Laboratory at the University of Wollongong, and the development of appropriate protocols for these sessions is discussed. Findings from the sessions are discussed in term...
The overall objective of the research is to determine whether a Unified Communication System interve...
The study evaluated if gamification could facilitate remote work with delimitations in digital remot...
In the digital domain, virtual teams are becoming common within organizations and corporations. Rest...
This report discusses the use and usability of Go*Team, an online gaming environment based on the an...
The application of Go*Team to network-centric characteristics Many organizations are adopting networ...
This report describes the technical capability of the Go*Team game software for experimenting with t...
The importance of play in organisation The role of play as a `social innovation ' is attracting...
Organisations matter. They provide a complex framework that shapes the experience, awareness and dev...
The power of play in knowledge management The aim and motivation of this research is to investigate ...
The psychology of play recognises that there are benefits of incorporating play and games at work. I...
We generate requirements for time-critical distributed team support relevant for domains such as dis...
Gophers is an open-ended gaming environment which relies on location data, user generated content an...
Game users can behave co-operatively or competitively. An experiment was performed to test the hypot...
The psychology of play recognises that there are benefits of incorporating play and games at work. I...
Game users can behave co-operatively or competitively. An experiment was performed to test the hypot...
The overall objective of the research is to determine whether a Unified Communication System interve...
The study evaluated if gamification could facilitate remote work with delimitations in digital remot...
In the digital domain, virtual teams are becoming common within organizations and corporations. Rest...
This report discusses the use and usability of Go*Team, an online gaming environment based on the an...
The application of Go*Team to network-centric characteristics Many organizations are adopting networ...
This report describes the technical capability of the Go*Team game software for experimenting with t...
The importance of play in organisation The role of play as a `social innovation ' is attracting...
Organisations matter. They provide a complex framework that shapes the experience, awareness and dev...
The power of play in knowledge management The aim and motivation of this research is to investigate ...
The psychology of play recognises that there are benefits of incorporating play and games at work. I...
We generate requirements for time-critical distributed team support relevant for domains such as dis...
Gophers is an open-ended gaming environment which relies on location data, user generated content an...
Game users can behave co-operatively or competitively. An experiment was performed to test the hypot...
The psychology of play recognises that there are benefits of incorporating play and games at work. I...
Game users can behave co-operatively or competitively. An experiment was performed to test the hypot...
The overall objective of the research is to determine whether a Unified Communication System interve...
The study evaluated if gamification could facilitate remote work with delimitations in digital remot...
In the digital domain, virtual teams are becoming common within organizations and corporations. Rest...