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Orientador(es)
Resumo(s)
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.
Descrição
Palavras-chave
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
