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Understanding the relationship between team interaction focused on affect management and performance through growth curve modelling

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We intend to model trough growth curve analysis the impact of Motivation Building and Affect Regulation on Team Performance in virtual teams. We have developed an exploratory qualitative and quantitative longitudinal study with 32 games played by 6 Portuguese League of Legends teams participating in the national e-Sports championship. During this virtual game, two teams fight each other in order to destroy the opponent’s “nexus” that is located on the opposite side of each team’s starting point. To do so, teams have to devise game strategies, set goals and perform interdependent tasks. We expected that interactions with a positive valence had a positive effect on performance, whereas interactions with a negative valence would have a negative impact. We also expected that different interaction patterns would have different impacts on performance. However, through our statistical and growth analysis we were not able to support our claims. Despite that, we did find that most significant relations occur in the action phase, most significant relations seem to be either non-linear or possibly chaotic, that we can establish a relationship between positive interactions and positive performance indicators and that process performance indicators seem to mediate the relations between interactions and other performance indicators. We believe that the key learning for managers relies on the fact that Motivation Building and Affect Regulation techniques are usually used to achieve a desired performance outcome, but our findings suggest that the focus should rather be put on process performance indicators, meaning, how the outcome is achieved.

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Virtual teams Team interactions Teamwork Team performance Motivation building Affect regulation Mediation analysis Growth curve modelling Longitudinal study Data analysis Electronic sports Electronic sports League of legends

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Licença CC