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Command and control in virtual environments: using contingency theory to understand organization in virtual worlds

机译:虚拟环境中的命令和控制:使用权变理论了解虚拟世界中的组织

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摘要

Organization Contingency Theory has served us well for more than half a century. It enjoys abundant empirical support and guides organizational design and change across a broad diversity of contingencies, in terms of command and control as well as organization and management. Through a combination of research and practice we understand how organizations are designed to fit their environments, technologies and other contingencies individually as well as simultaneously. An emerging phenomenon is straining this understanding, however, as new organizations are spawning wholly within virtual worlds. Here the organization and its environment exist solely within technological artifacts. This raises an important organizational design question regarding the fit of such organizations with their virtual environments and corresponding technologies. From one perspective, we can argue that virtual worlds are not important beyond recreation and game playing, that textbook principles of Contingency Theory and organizational design apply to virtual worlds directly, and that our extant understanding of telework, electronic commerce, network-centric operations, and virtual organization is sufficient. From an alternate perspective, many serious organizations are emerging within such worlds, worlds which have few physical constraints. Also, advances in graphics technology and cinematic engagement enable unparalleled levels of immersiveness that can induce sustained psychological engrossment in virtual worlds, along with time investments and emotional commitments comparable to or exceeding those associated with physical organizations. As part of a continuing initiative on command and control (C2) in virtual environments, the research described in this article takes neither perspective but uses Contingency Theory to understand organization in virtual worlds. Through immersive and extensive ethnographic research within virtual worlds, intriguing new insights into Contingency Theory and organizational design emerge, and we begin to outline a framework for understanding how and where C2 can be enhanced through virtual world immersion.
机译:组织权变理论已经为我们服务了半个多世纪。它在命令和控制以及组织和管理方面享有丰富的经验支持,并在各种突发事件中指导组织设计和变更。通过研究和实践的结合,我们了解组织是如何设计的,以分别或同时适应其环境,技术和其他突发事件。然而,随着新组织完全在虚拟世界中产生,一种新兴的现象正在使这种理解变得捉襟见肘。在这里,组织及其环境仅存在于技术工件中。这就提出了一个重要的组织设计问题,即此类组织是否适合其虚拟环境和相应技术。从一个角度来看,我们可以说虚拟世界除了娱乐和游戏之外并不重要,权变理论和组织设计的教科书原理直接适用于虚拟世界,并且我们对远程办公,电子商务,以网络为中心的运营,虚拟组织就足够了。从另一个角度来看,在这样的世界中出现了许多严肃的组织,这些世界的物理约束很少。同样,图形技术的进步和电影的参与性带来了无与伦比的沉浸感,可在虚拟世界中引起持续的心理投入,以及与物理组织相当或超过的时间投入和情感投入。作为虚拟环境中命令与控制(C2)持续倡议的一部分,本文描述的研究既没有观点,也使用权变理论来理解虚拟世界中的组织。通过在虚拟世界中进行沉浸式,广泛的人种学研究,出现了对权变理论和组织设计的新见解,我们开始概述一个框架,以了解如何通过虚拟世界浸入以及在何处增强C2。

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    Nissen Mark E.;

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  • 年度 2010
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