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Virtual Teams: Effects of Technological Mediation on Team Performance

Authors:
  • Florida Maxima Corporation

Abstract

Recent advances in networking environments and telecommunications have led to the proliferation of teams that do not work face-to-face but interact over a computer-mediated communications network. Although some have asserted that virtual teams transcend boundaries of time or distance, others have claimed that working remotely in a mediated team environment differs in significant ways from working face-to-face. In this article, the authors examine the effects of technological mediation on team processes such as cohesiveness, status and authority relations, counternormative behavior, and communication. They discuss conditions under which distance matters in virtual team interaction.
Virtual Teams: Effects of Technological Mediation on
Team Performance
James E. Driskell
Florida Maxima Corporation Paul H. Radtke
Naval Air Warfare Center Training
Systems Division
Eduardo Salas
University of Central Florida
Recent advances in networking environments and telecommunications have led to the
proliferation of teams that do not work face-to-face but interact over a computer-
mediated communications network. Although some have asserted that virtual teams
transcend boundaries of time or distance, others have claimed that working remotely in
a mediated team environment differs in significant ways from working face-to-face. In
this article, the authors examine the effects of technological mediation on team
processes such as cohesiveness, status and authority relations, counternormative be-
havior, and communication. They discuss conditions under which distance matters in
virtual team interaction.
Recent advances in networking environments
and telecommunications have led to the prolif-
eration of teams that do not work face-to-face
but interact over a computer-mediated commu-
nications network. We use the term virtual team
to refer to a team or group whose members are
mediated by time, distance, or technology.
Other closely related terms that have been used
to describe this type of environment include
computer-mediated communications and com-
puter-supported cooperative work. Although
there are differences in the type of technology
used and the types of communication enabled in
virtual team environments, for our purposes, the
core feature of a virtual team is that it is one in
which interdependent group members work to-
gether on a common task while they are spa-
tially separated.
Cairncross (1997) has coined the phrase “the
death of distance,” suggesting that distance may
no longer be a limiting factor in our ability to
communicate and is quickly becoming irrele-
vant to the way people interact. Proponents of
this view presume a future (or present) in which
all time and space restrictions have been re-
moved from the communication process and
where “face-to-face communication can be
done across oceans if video conferencing facil-
ities are available” (Burgelman, 2000, p. 3).
However, most researchers take issue with the
view that the technology that mediates human
interaction is seamless or transparent. For ex-
ample, Olson and Olson (2000) argued that
“distance matters” and that group members who
are remotely located or distributed from one
another are likely to face obstacles in coordi-
nating group efforts. The general consensus is
that the nature of interaction in virtual teams
may differ in a number of important ways from
“normal” face-to-face team interaction. How-
ever, if distance matters to how group members
interact, then how does it matter? How does this
phenomenon—that virtual team members must
work interdependently but remotely in a com-
James E. Driskell, Florida Maxima Corporation, Winter
Park, Florida; Paul H. Radtke, Naval Air Warfare Center
Training Systems Division, Orlando, Florida; Eduardo
Salas, Department of Psychology, University of Central
Florida.
The views expressed herein are those of the authors and
do not reflect the opinion, policy, or views of the Depart-
ment of Defense.
Correspondence concerning this article should be ad-
dressed to James E. Driskell, Florida Maxima Corporation,
507 North New York Avenue, R-1, Winter Park, Florida
32789. E-mail: james.driskell@rollins.edu
Group Dynamics: Theory, Research, and Practice Copyright 2003 by the Educational Publishing Foundation
2003, Vol. 7, No. 4, 297–323 1089-2699/03/$12.00 DOI: 10.1037/1089-2699.7.4.297
297
puter-mediated environmentimpact the na-
ture of team interaction and performance?
The purpose of this article is to examine the
effects of technological mediation on team pro-
cesses such as cohesiveness, status and author-
ity relations, counternormative behavior, and
communication. We rst present a model of the
effects of technological mediation on team per-
formance. We then examine how performing in
a virtual team environment may impact team
processes. Finally, we discuss factors, such as
the nature of the task, that may moderate the
effects of technological mediation on team
interaction.
Team Interaction in Computer-Mediated
Environments
In face-to-face interaction, group members
share the same physical location, can see and
hear one another, receive messages in real
timeas they are produced, and send and re-
ceive information simultaneously and in se-
quence. During face-to-face interaction, group
members can see anothers nods and gestures;
they can observe eye contact, facial expressions,
and posture; they can hear the others tone of
speech and dialect; they are aware of the timing
of speech and who responds to whom; and they
experience the immediacy of interacting and
being involved with a physically present team
member. These types of contextual cues provide
important information about the individual with
whom one is interacting (i.e., Does the speaker
give evidence of being competent or experi-
enced? Is the speaker a high-status or low-status
team member?), how the message is being con-
veyed (i.e., Is the speaker angry, tense, or con-
dent?), and whether the message is being con-
veyed successfully (i.e., Are others paying at-
tention? Do they look puzzled?). Groups whose
members are distributed apart from one another
may lose some of these communicative
capabilities.
A substantial body of research on computer-
mediated communication has been conducted in
the past several decades. Some studies have
indicated that the distribution of team members
over remote networks tends to impair team in-
teraction in comparison with face-to-face inter-
action. McLeod (1992) found that computer-
mediated interaction led to an increase in the
time required to make a decision and a decrease
in team member satisfaction. Straus (1997) and
Warkentin, Sayeed, and Hightower (1997) re-
ported that virtual teams developed lower cohe-
siveness than face-to-face teams. However,
other studies have produced conicting results
that are somewhat more difcult to interpret.
For example, whereas Dubrovsky, Kiesler, and
Sethna (1991) found that status distinctions
among team members were reduced in comput-
er-mediated groups, Weisband, Schneider, and
Connolly (1995) found little evidence of status
equalization. Although some researchers have
reported a greater incidence of counternorma-
tive or uninhibited behavior in computer-medi-
ated groups (Siegel, Dubrovsky, Kiesler, &
McGuire, 1986), others have failed to nd these
differences (Walther & Burgoon, 1992). A rea-
sonable and cautious interpretation of the evi-
dence at this point is that, indeed, distance mat-
tersthat working remotely in a mediated team
environment is different from working face-
to-facebut that the manner in which media-
tion affects team interaction warrants closer
examination.
There are several overarching points that are
relevant to the following discussion. First, when
we use the term computer-mediated communi-
cations, we must remain cognizant of the fact
that there are a number of different types of
mediated environments. Clark and Brennan
(1991) described several characteristics of face-
to-face and distributed settings that determine
the nature of communication:
Copresence: Group members occupy the same physi-
cal location.
Visibility: Group members can see one another.
Audibility: Group members can hear one another.
Cotemporality: Communication is received at the ap-
proximate time it is sent.
Simultaneity: Group members can send and receive
messages simultaneously.
Sequentiality: Group membersspeaking turns stay in
sequence.
As shown in Table 1, computer-mediated en-
vironments differ according to the communica-
tion capabilities that are enabled. In face-to-face
interaction, group members share the same
physical location, can see and hear one another,
receive messages in real-time as they are pro-
duced, and send and receive information simul-
taneously and in sequence. Teams that are dis-
tributed over various types of computer-medi-
298 DRISKELL, RADTKE, AND SALAS
ated environments lose certain capabilities. In a
videoconference setting, distributed groups may
interact over networked computer systems and
exchange live video as well as audio and text.
On the other hand, what we have termed com-
puter chat refers to the computer-mediated elec-
tronic dialogue between two or more group
members, in which the users exchange mes-
sages via text in real-time. Group communica-
tion over this type of distributed environment is
cotemporal, simultaneous, and sequential, but
group members lack the capability to see one
another and to hear the timing or intonation of
their speech.
The important point that this classication
illustrates is that all of the settings in Table 1
(other than the face-to-face setting) may be de-
ned as a computer-mediated environment.
They are all alike in that group members work
on a common task but do not share the same
spatial location. However, they differ quite con-
siderably regarding the communication capabil-
ities that are enabled. Therefore, when we dis-
cuss virtual teams, we must be aware that vir-
tual teams may operate in different types of
communication environments and that the type
of communication environment implemented
will have a signicant impact on team
interaction.
A second broad point of consideration is that
just as there are different types of technologi-
cally mediated environments, there are different
types of teams. Teams may be ad hoc (a tem-
porary team assembled solely for a specic
task) or intact (an existing team in which team
membership is stable). Teams may work to-
gether on a task over time, or interaction may be
short and time limited. Teams may meet ini-
tially prior to interaction, or team members may
be completely anonymous. Team members may
expect future interaction with one another after
an initial task is performed, or the task may be
a one-shot transaction. Teams can be composed
of many members or few. All of these factors
play a role in how teams develop and interact in
a mediated environment.
Finally, a third point is that the distribution of
team members over computer-mediated sys-
tems can disrupt team interaction under some
conditions and facilitate interaction under other
conditions. The focus of most research on com-
puter-mediated team performance has been on
the disadvantages incurred when team members
must perform apart from one another. Clearly,
coordination of team activities can become
more difcult when team members are not in
the same physical location. However, team
membership can be a double-edged sword. For
example, research indicates that under certain
conditions, being in a team can lead to negative
consequences such as increased pressure for
conformity and impaired decision making
(Mullen, Anthony, Salas, & Driskell, 1994).
Thus, it follows that there are some circum-
stances in which separating team members apart
from one another may serve to overcome the
negative consequences of team membership.
Therefore, the question is not simply How is
performance impaired in virtual teams?In-
stead, we expect that performing in a virtual
team environment will affect teams in ways that
may be advantageous as well as disadvanta-
Table 1
Characteristics of Face-to-Face and Mediated Environments
Type of environment
Media characteristics
Copresence Visibility Audibility Cotemporality Simultaneity Sequentiality
Face-to-face X X X X X X
Real-time audio/video
(videoconference) X X X X X
Audio-only (telephones,
conference calls) X X X X
Real-time electronic dialogue,
text-only (computer chat) X X X
E-mail
Note. From Grounding in Communication,by H. H. Clark & S. E. Brennan, in L. B. Resnick, J. M. Levine, & S. D.
Teasley (Eds.), Perspectives on Socially Shared Cognition (p. 142). Washington, DC: American Psychological Association.
Copyright 1991 by the American Psychological Association.
299VIRTUAL TEAMS
geous. As a practical strategy, we may wish to
mitigate the costs of computer-mediated com-
munication in circumstances in which it inter-
feres with effective team functioning; at the
same time, we want to realize the benets in
circumstances in which computer-mediated
communications may facilitate team interaction.
A Research Model
Figure 1 presents a model that illustrates the
effects of computer-mediated communications
on team performance. This model adopts a gen-
eral inputprocessoutput framework. The in-
put factor, shown in column 1, is the computer-
mediated environment. Note that, as we dis-
cussed above, the term computer-mediated
communications is a general term and that spe-
cic types of computer-mediated environments
offer different communicative capabilities. In
fact, the type of communications environment
over which team members interact is one of the
primary moderators that we intend to examine
in the following sections.
The second column in Figure 1 describes
several team processes of interest. Research has
examined the effect of computer-mediated en-
vironments on cohesiveness (Straus, 1997;
Figure 1. Inputprocessoutput model of the effects of mediation on team interaction.
CMC computer-mediated communications.
300 DRISKELL, RADTKE, AND SALAS
Warkentin et al., 1997), status and authority
relations (Dubrovsky et al., 1991; Hiltz, Turoff,
& Johnson, 1989; Silver, Cohen, & Crutcheld,
1994), counternormative behavior (Dubrovsky
et al., 1991; Kiesler, Zubrow, Moses, & Geller,
1985; Siegel et al., 1986, Sproull & Kiesler,
1986), and communication (Sellen, 1995;
Thompson & Coovert, 2003). Although this re-
view must by necessity be selective, we chose
these specic team processes to examine be-
cause they have been examined in prior reviews
of team performance in general and in reviews
of team performance in computer-mediated en-
vironments (cf. Hollingshead & McGrath,
1995; Straus, 1997) and because evidence sug-
gests these team processes are affected by tech-
nological mediation.
In Baron and Kennys (1986) terms, we view
process variables as mediators. That is, team
process variables are patterns of group interac-
tion through which input factors inuence or
affect team outcomes (see Hackman & Morris,
1975). In reality, this inputprocessoutput re-
lationship is often not as linear or static as this
model implies. If we consider team perfor-
mance over time, team outcomes such as the
performance of the group can in turn impact
team processes such as cohesiveness. More-
over, given the specic interests of the re-
searcher, variables such as cohesiveness can be
considered as input variables and outcome vari-
ables as well.
The third column describes performance out-
comes. Note that we restrict our focus to the
effects of technological mediation on perfor-
mance in task groups. Furthermore, although
performance can be dened by more specic
outcome measures such as accuracy, speed, and
variability of performance, it is appropriate for
our purposes to simply address team perfor-
mance, broadly dened.
Finally, moderators are factors that affect the
strength of the relation between two variables
(Baron & Kenny, 1986) or that can account for
observed variation in a relationship. Typically,
each specic research literature, such as the
research on group status or on communication,
has its own idiosyncratic cluster of moderators
that are dictated by research concerns and nd-
ings within that domain. However, there are
some moderators that emerge at least to some
extent across most domains. We examine three
such variables that seem most relevant to virtual
teams: (a) type of computer-mediated environ-
ment, (b) type of task, and (c) temporal context.
We have previously described differences in
types of computer-mediated environments (see
Table 1). Types of computer-mediated environ-
ments (e.g., audiovideo vs. audio only vs. text
only) differ considerably in the richness of com-
munications afforded (Daft & Lengel, 1986).
Thus, we would expect the effect of technolog-
ical mediation on team processes to vary de-
pending on the type of computer-mediated com-
munications environment.
Perhaps no factor has a greater effect on team
interaction than the type of task that the team is
engaged in. There have been a number of at-
tempts to classify group tasks along a variety of
dimensions, such as the cognitive versus phys-
ical requirements of the task or the requirement
for cooperation or interdependence (cf.
McGrath, 1984; Shaw, 1973; Steiner, 1972).
One of the most recent and comprehensive clas-
sication systems relevant to teams has been
offered by Devine (2002), who identied 14
team types on the basis of the type of work that
they are engaged in, and further classied them
along seven contextual dimensions. Driskell,
Hogan, and Salas (1987) also classied group
tasks on the basis of the primary activities or
behaviors required of team members, resulting
in six task categories: (a) mechanical/technical
tasks, requiring the construction or operation of
things; (b) intellectual/analytic tasks, requiring
generation of ideas, reasoning, or problem solv-
ing; (c) imaginative/aesthetic tasks, requiring
creativity or artistic endeavor; (d) social tasks,
requiring training, supporting, or assisting oth-
ers; (e) manipulative/persuasive tasks, requiring
motivation or persuasion of others; and (f) log-
ical/precision tasks, requiring performance of
routine, detailed, or standardized tasks. We
adopt this typology, focusing on the behaviors
required for task completion, to examine the
effects of type of task. We would expect the
effect of technological mediation on team pro-
cesses to vary depending on the type of task.
A third factor that we would expect to have a
signicant effect on the relationship between
technological mediation and team interaction is
the temporal context of the team. McGrath
(1997) has noted that research is often con-
ducted with ad hoc laboratory groups with no
past or anticipated future, in contrast to dynamic
groups that are intact and perform over a longer
301VIRTUAL TEAMS
period of time (see also Hollingshead &
McGrath, 1995; McGrath, 1990). Teams that
perform over time gain experience with the task
and the communications technology, which
may reduce performance decrements (Hollings-
head, McGrath, & OConner, 1993). Although
there are a number of temporal distinctions that
can be drawn related to the synchronicity, pac-
ing, and sequencing of performance, we focus
on the simple distinction between ad hoc teams
that interact for a single session and dynamic
teams that interact over time. We would expect
the effect of technological mediation on team
processes to vary depending on the temporal
context of the team.
These moderators may have an impact on the
relationships depicted in Figure 1 at two sepa-
rate points. A moderator such as the type of task
may impact the extent to which a variable such
as cohesiveness affects team performance (re-
ected in the rightmost arrow from the Mod-
eratorbox shown in Figure 1). However, the
relationship between cohesiveness and perfor-
mance is not unique to the topic of virtual
teams, and the extent to which this general
relationship is moderated by the type of task is
captured within that more general research lit-
erature. Our more specic interest is in exam-
ining factors that moderate the extent to which
the computer-mediated communications envi-
ronment affects team processes (the leftmost
arrow from the Moderatorbox in Figure 1).
Thus, our focus, for example, is on whether the
effects of technological mediation on cohesive-
ness may vary according to the type of task the
team is engaged in.
In summary, this model is intended to orga-
nize or structure examination of the effects of
technological mediation on team interaction.
We propose that technological mediation may
impact team performance because of changes in
cohesiveness, status, counternormative behav-
ior, and communication and that these changes
may be moderated by factors such as the type of
communications environment, the type of task,
and the temporal context of the team. In the
following sections, we use the framework of
this model to examine each of the team pro-
cesses identied. In each case, we briey de-
scribe the team process, discuss how that pro-
cess may be affected within a virtual team
environment, discuss possible performance ef-
fects, and examine potential moderators.
Cohesiveness
Cohesiveness is considered to be one of the
most fundamental aspects of groups. Golem-
biewski (1962) described it as the essential
small group characteristic(p. 149). Moreover,
research has shown that cohesive groups tend to
interact more (Back, 1951), agree more readily
(Lott & Lott, 1961), report greater satisfaction
with the group (Curtis & Miller, 1986), and at
least under some circumstances, outperform
less cohesive groups (Mullen & Copper, 1994).
However, there is some concern that virtual
teams may experience greater difculty in de-
veloping strong relational bonds that underlie
group identity, cohesiveness, and trust (Jarven-
paa & Leidner, 1999; Rocco, 1998; Warkentin
et al., 1997).
Within the research literature, cohesiveness
has been viewed as group pride, loyalty, shared
understanding, bonding, interpersonal attrac-
tion, trust, task commitment, and mutual aid,
leading some researchers to question the clarity
and uniformity of existing conceptualizations
(Levine & Moreland, 1990). However, it is im-
portant to note that even the earliest conceptu-
alizations of cohesiveness treated it as a multi-
dimensional construct. Festinger (1950) pro-
vided the seminal denition of cohesiveness as
the forces that act on team members to remain
in the team, including interpersonal attraction to
other team members, group prestige, and attrac-
tion to the activities in which the group engages.
Most subsequent research on group cohesive-
ness has elaborated one or more of these three
major dimensions of cohesiveness.
Mullen and Copper (1994), in a meta-analy-
sis of the effects of group cohesiveness on per-
formance, examined separately the three com-
ponents of cohesiveness rst identied by Fest-
inger. Interpersonal attraction reects affective
relations or attraction to other team members.
Group pride reects group prestige, loyalty, and
normative bonds. Task commitment reects
commitment to the task or goals of the team.
Mullen and Copper found that group cohesive-
ness had a positive effect on performance and
further found that this relationship was primar-
ily a function of the task commitment compo-
nent of cohesiveness.
Furthermore, some research has shown that
the components of cohesiveness may have dif-
ferential effects depending on the type of task.
302 DRISKELL, RADTKE, AND SALAS
For example, on an additive task, group mem-
bers pool individual products to produce a team
outcome but are not required to coordinate ac-
tions among themselves. Zaccaro and Lowe
(1986) found that higher task-based cohesive-
ness led to greater performance on an additive
task (folding paper tents), whereas interpersonal
cohesiveness had no effect. However, on a sur-
vival exercisedisjunctive task that required
team members to communicate and coordinate
individual efforts, Zaccaro and McCoy (1988)
found that team performance was affected by
both task cohesiveness and interpersonal cohe-
siveness. Craig and Kelly (1999) also found that
both task cohesiveness and interpersonal cohe-
siveness enhanced performance on an interac-
tive group creativity task.
Cohesiveness in Virtual Teams
Generally speaking, researchers have sug-
gested that the process of team development
may be more complex in a virtual environment.
In contrast to face-to-face interaction in which
individuating information on team members is
abundant, some have argued that members of
virtual teams are more anonymous and deindi-
viduated. Thus, interaction that is mediated by
technology may lead to less intimacy and dif-
culty in establishing relationships among team
members. Furthermore, some research has
shown that weaker relational ties in virtual
teams can lead to lower cohesion (Straus, 1997;
Warkentin et al., 1997).
However, we have noted that cohesiveness is
composed of three primary componentsinter-
personal attraction, group pride, and task com-
mitmentand we propose that technological
mediation may have a differential effect on
these three components of cohesiveness. First, it
is likely that a weakening of social cues or a
reduction in personalizing information among
virtual team members may lead to weaker af-
fective bonds and a decrease in intimacy
(Straus, 1997; Weisband & Atwater, 1999).
Thus, we would expect technological mediation
to have a negative impact on cohesiveness,
when dened as interpersonal attraction.
Second, technological mediation may affect
the group pride component of cohesiveness. To
the extent that normative bonds may be weak-
ened in computer-mediated teams, the distribu-
tion of team members over a computer-medi-
ated network may lead to lower commitment to
the team. However, the impact of mediation on
group pride may be minimized if group mem-
bers possess a strong preexisting sense of pride
and loyalty to the group or organization to
which they belong. In other words, ad hoc teams
that have never met prior to the virtual team
interaction may have difculty in developing a
strong team commitment, whereas intact teams
may have developed strong normative bonds
prior to interaction in a virtual team setting.
Thus, we would expect technological mediation
to have a negative impact on cohesiveness,
when dened as group pride, in some situations
but not in others.
Third, technological mediation may also im-
pact the task commitment component of cohe-
sion. Task commitment is an instrumental bond,
rather than an interpersonal or normative bond,
reecting attractiveness of and satisfaction with
the task or the groups activities (Mullen &
Copper, 1994). Some studies suggest team
members mediated by technology experience
less satisfaction with the task, although this may
be a function of the requirements of the task or
the newness of the task experience (Straus,
1996; Straus & McGrath, 1994). In general, we
would expect technological mediation to have a
negative impact on cohesiveness, when dened
as task commitment.
Performance Effects
The empirical evidence for the effect of co-
hesiveness on performance is mixed. Studies
report that cohesiveness may have a positive
effect on performance (Tziner & Vardi, 1982),
no effect on performance (Terborg, Castore, &
DeNinno, 1976), or either positive or negative
effects depending on the performance standards
of the group (Schachter, Ellertson, McBride, &
Gregory, 1951). However, meta-analyses of the
cohesivenessperformance literature report
overall positive mean effects of cohesiveness on
performance (Evans & Dion, 1991; Mullen &
Copper, 1994; Oliver, Harman, Hoover, Hayes,
& Pandhi, 1999). Furthermore, the Mullen and
Copper (1994) meta-analysis reported that the
strongest effect of cohesiveness on performance
occurred when cohesiveness was operational-
ized as task commitment and that the interper-
sonal attraction and group pride components of
cohesiveness had weaker effects on perfor-
303VIRTUAL TEAMS
mance. This evidence suggests that cohesive-
ness enhances performance and that it does so
primarily because cohesive team members are
more committed to successful task perfor-
mance. This suggests that team task perfor-
mance would be most degraded through the
negative effect of technological mediation on
task commitment and that there is less of a
potential effect on performance of reduced so-
cioemotional bonds or normative bonds. In
other words, technological mediation is more
likely to impact team performance through its
effect on task commitment rather than through
its effect on socioemotional bonds or normative
bonds.
In brief, we would expect technological me-
diation to affect the different components of
cohesiveness, with the potential to reduce inter-
personal attraction, group pride, and task com-
mitment. In the following, we consider factors
that may moderate the effect of technological
mediation on cohesiveness.
Moderators
Type of task. In keeping with our focus on
the three primary components of cohesiveness,
we propose that the effect of technological me-
diation on cohesiveness will differ according to
the type of task that the team is performing and
the components of cohesiveness that are most
relevant to that task. To the extent that techno-
logical mediation impairs interpersonal attrac-
tion, this should have a greater impact on cohe-
siveness for tasks in which interpersonal rela-
tions are most salient. Thus, we would expect
the impact of technological mediation on the
interpersonal attraction component of cohesive-
ness to be greater for social tasks or manipula-
tive/persuasion tasks that emphasize affective
relations. To the extent that technological me-
diation impairs group pride, this would have a
greater impact on tasks that require strong
shared beliefs and normative consensus. We
would expect the impact of technological me-
diation on the group pride component of cohe-
siveness to be greater for teams organized for
ideological or special-interest purposes. Finally,
to the extent that technological mediation im-
pairs task commitment, this would have a
greater impact on tasks that are primarily per-
formance or productivity oriented and that em-
phasize instrumental relations. Thus, we would
expect the impact of technological mediation on
the task commitment component of cohesive-
ness to be greater for mechanical/technical or
intellectual/analytic tasks. Unfortunately, there
is little empirical evidence to support these
predictions.
Type of computer-mediated environment.
Two major approaches to understanding the ef-
fects of different types of communications me-
dia, theories of social presence (Short, Wil-
liams, & Christie, 1976) and media richness
(Daft & Lengel, 1984), hold that the capacity to
transmit communicative information (visual,
verbal, and contextual cues) is progressively
restricted as one moves from face-to-face to
audiovideo to audio-only to textual modes of
communication. The type of information that is
restricted includes verbal and nonverbal expres-
sive cues, body language, gaze, gesture, appear-
ance, and voice tone. This loss of contextual
information across various communication
modes may differentially impact the three pri-
mary components of cohesiveness.
It is likely that the loss of expressive contex-
tual information, especially in audio-only and
text communication modes, will lead to weaker
interpersonal bonds. Straus (1997) found that
computer-mediated teams (engaged in com-
puter conferencing via text messaging) reported
less cohesiveness, measured as interpersonal at-
traction, than did face-to-face teams. Weisband
and Atwater (1999) reported that teams com-
municating via a text-messaging network liked
other team members less than did face-to-face
teams. Examining trust across different types of
media, Bos, Olson, Gergle, Olson, and Wright
(2002) found that teams using text had the
greatest difculty establishing trust, and that
teams using video conferencing and audio con-
ferencing took longer to establish trust than
face-to-face teams. Thus, although it is reason-
able to expect that strong interpersonal bonds
can develop in less rich modes of communica-
tion such as chat or e-mail, it is likely that these
bonds will develop more slowly and with
greater difculty.
The richness of the mode of communica-
tion may also moderate the effect of techno-
logical mediation on task commitment.
Doherty-Sneddon et al. (1997) found that task
efciency and understanding were lessened in
videoconferencing and audio-only communi-
cations versus face-to-face communications.
304 DRISKELL, RADTKE, AND SALAS
Straus and McGrath (1994) similarly found
that productivity, or the time it took to com-
plete a given task, was less for computer-
mediated communications (computer confer-
encing via text messaging) than with face-to-
face communications. Straus and McGrath
also reported that computer-mediated team
members had a harder time understanding one
another than did face-to-face teams, and Straus
(1996) found that computer-mediated team
members were less satised with the task pro-
cess than face-to-face members. Thus, we
would expect that richer modes of communica-
tion may allow more satisfactory task participa-
tion and accomplishment (especially for more
demanding tasks), which would be reected in
greater task commitment.
Finally, the richness of the mode of commu-
nication may moderate the effect of technolog-
ical mediation on group pride. No studies that
we are aware of have tested this relationship
directly. However, group pride is related to nor-
mative consensus, shared beliefs, and satisfac-
tion with the team, and some research has
shown that less rich modes of communication
can result in longer time to reach consensus and
agreement (Connolly, Jessup, & Valacich,
1990; Hiltz, Johnson, & Turoff, 1986) and
lower identication with the group (Cappel &
Windsor, 2000). Sellen (1995) examined face-
to-face teams, teams who interacted via audio
video communications, and teams who inter-
acted via audio-only communications. She
found that compared with face-to-face groups,
technology-mediated teams (with or without
video) exhibited clear symptoms of depersonal-
ization and psychological distance. Moreover,
she found that overall, the use of audio versus
video mattered less than whether group mem-
bers were mediated or interacted face-to-face.
Sellen concluded that some forms of interaction
may be fundamentally altered when team mem-
bers do not share the same space. Thus, for the
development and maintenance of strong norma-
tive bonds, the important distinction may be
between mediated and face-to-face teams, with
the type of mediated communication environ-
ment less relevant.
Temporal context. Some research has sug-
gested that team processes develop more slowly
in virtual teams and that the weaker relational
ties observed in virtual teams may be the simple
result of these teams needing longer to develop
(Grifth & Neale, 1999). Walther and Burgoon
(1992) found that members of computer-medi-
ated groups initially rated each other unfavor-
ably. Yet over the course of several weeks,
group membersratings of composure/relax-
ation, informality, receptivity, trust, and social
orientation became more positive. Thus, decits
in the development of team processes in virtual
teams may be temporary, and some research
suggests that virtual teams can function as ef-
fectively as face-to-face teams provided they
have sufcient time to develop.
Furthermore, most of the research that has
suggested a weakening of cohesiveness in vir-
tual teams examined teams that had never met,
had no history, and were not likely to meet
again after the interaction ceased. Research sug-
gests that these ad hoc teams may experience
difculty in development of team processes
such as trust (Jarvenpaa & Leidner, 1999).
However, some research has suggested that
trust can develop in virtual teams but that it
develops in a different manner from the gradual
development of trust in face-to-face groups.
Meyerson, Weick, and Kramer (1996) argued
that such groups may develop swift trust,
based on existing bonds of organizational mem-
bership rather than on interpersonal feedback
from the task.
Status and Authority Relations
Several decades of research conducted with
mock juries, military teams, and problem-solv-
ing groups have revealed how status differences
among group members structure the nature of
group interaction. In a typical work group, those
with higher status assume a leadership position
and command more of the groups resources
they talk more, they direct group activities, and
they are more likely to exert their opinion dur-
ing decision making. In brief, individuals who
are perceived as having high status within the
group command more of the groups resourc-
esthey dominate conversation, their ideas are
accepted more often, and they are seen as more
competent and leaderlike (see Driskell &
Mullen, 1990; Driskell, Olmstead, & Salas,
1993).
The theory of status characteristics and ex-
pectation states provides one of the most com-
prehensive and well documented explanations
of how status differentials emerge and are main-
305VIRTUAL TEAMS
tained in small groups (see Berger, 1992; Wag-
ner & Berger, 1993; Webster & Driskell, 1983).
According to this theory, status and inuence in
task groups are determined by the performance
expectations formed for group members relative
to one another. The higher the performance
expectations formed for a group member are,
the more likely that person is to be given op-
portunities to perform in the group, initiate in-
teraction, receive positive evaluations and
agreement from others, and exert inuence.
To illustrate this process, consider a decision-
making group that has initially gathered to per-
form a task. The group members are task ori-
ented, they want to achieve a successful out-
come of the task, and they search for
information regarding each otherscapabilities
to help them achieve this goal. It is in each
individuals self-interest, in order to accomplish
the task, to defer to others on the basis of the
othersexpected task contributions. In other
words, it is in Person As best interest to defer
to Person B (i.e., to allow B to command more
time speaking, to accept Bsinuence attempts,
etc.) if Person B seems to possess superior task
capability. Therefore, deference is exchanged
by some members of the group for the perceived
superior task contributions of others.
There are several types of characteristics of
individuals that are typically salient in face-to-
face groups and that provide a basis for the
formation of performance expectations. We will
discuss two types, status characteristics and sta-
tus cues. Status characteristics are external
characteristics that differentiate individuals,
such as race, gender, occupation, and even
physical attractiveness (Webster & Driskell,
1983). In most cases, the status hierarchy that
emerges within the small group reects these
cultural stereotypes: Males, Whites, and those
of higher occupational status enact a more pro-
active role and command more of the groups
resources, whereas females, ethnic minorities,
and those of lower occupational status are less
active and generally more compliant during
group deliberations. There are two types of sta-
tus characteristics: (a) diffuse status character-
istics such as race, gender, and age, which
evoke broad, general expectations for perfor-
mance, and (b) specic status characteristics,
which include specic skills or abilities and
have more specic, delimited expectations for
performance. In brief, status characteristics are
visible characteristics of individuals that struc-
ture such group behaviors as who speaks to
whom, who speaks more often, and whose ideas
are more likely to be solicited and accepted.
Status cues are expressive behaviors that peo-
ple exhibit, such as body position, intonation,
gaze, gestures, and other expressive cues. In
general, individuals who speak rapidly, with
few verbal disuencies or hesitations, who se-
lect the head of the table, who speak more often,
and who maintain eye contact, especially while
speaking, are perceived as more competent and
occupy a higher position in the group status
hierarchy (see Berger, Webster, Ridgeway, &
Rosenholtz, 1986; Erickson, Lind, Johnson, &
OBarr, 1978; Mullen, Salas, & Driskell, 1989;
Ridgeway, 1987). These types of expressive
status cues may have as strong an informational
impact as onesformalstatus. For example,
when expressive cues and formal status provide
contradictory information (e.g., when someone
is a task group leader by virtue of his or her
organizational position but sounds hesitant and
looks confused), we attend to the information
provided by both types of characteristics. In this
example, the group leader may be afforded less
inuence in the group than when his or her
expressive behavior suggests competence.
Status in Virtual Teams
A number of studies have examined the ef-
fects of computer-mediated environments on
status and authority relations in teams.
Dubrovsky et al. (1991) examined the effects of
status on groups who communicated either
face-to-face or through e-mail. Their results in-
dicated that in groups communicating via e-
mail, the high-status team members relative
dominance in participation over the low-status
team member was reduced compared with face-
to-face groups, resulting in greater equality of
interaction. Note that status distinctions were
diminished but not eliminated; high-status team
members participated more than low-status
team members in both the face-to-face and e-
mail groups. Sproull and Kiesler (1986) re-
ported that the use of e-mail breaks down status
barriers, resulting in a less hierarchical pattern
of communication that is less likely to reect
differences in rank or status among group mem-
bers. Sproull and Kiesler (1991) concluded,
The high status group member participated
306 DRISKELL, RADTKE, AND SALAS
less when the group communicated electroni-
cally . . . the low status members spoke more
(p. 62). However, other studies have shown no
effect of technological mediation on reducing
status differentials. For example, Linville, Lieb-
haber, Obermayer, and Fallesen (1991) exam-
ined the effect of computer-mediated interac-
tion on a simulated military task and found little
evidence that status or leadership was impaired.
Weisband et al. (1995) and Silver et al. (1994)
found status differences to persist in both face-
to-face and computer-mediated groups. Saun-
ders, Robey, and Vaverek (1994) reported that
status differentials were maintained among hos-
pital personnel (physicians and nurses) when
communicating via computer conferencing.
Although the available research suggests that
technological mediation may affect the status
structure of the group, there is a good bit that is
not known at this point. For example, the status
characteristics theory describes a process
whereby certain evaluated characteristics that
differentiate group members lead to the forma-
tion of performance expectations, which then
determine behavioral inequalities in the group,
such as the rate of speaking. Figure 2 illustrates
this status 3expectations 3behavior process.
One question that is unclear from the existing
literature is, at what point in this process does
technological mediation affect status? We pro-
pose that there are three primary mechanisms
through which mediation may impact status
processes, differing in the stage at which this
impact occurs. First, it is clear that some com-
puter-mediated communications systems may
block the transmission of status information
(status characteristics and status cues) that dif-
ferentiates group members. Thus, in some
cases, because information that differentiates
other group members is not available or acces-
sible, initial status differentials are not estab-
lished as they would be in normal face-to-face
interaction. Thus, computer-mediated systems
may block the transmission of differentiating
information on group members that initiates the
operation of status processes.
A second possibility is that the effects of
status cues are dampened in computer-mediated
environments. Status cues such as strong eye
contact while speaking, uid gestures, and a
well-moderated voice tone have been shown to
structure interaction in face-to-face settings
(Driskell et al., 1993). However, these expres-
sive behaviors may not have the same impact
when expressed by a remote group member
over a computer-mediated network. Indeed,
some have argued that gestures and expressions
may lose their interactional signicance when
abstracted from the environment in which they
are produced and mediated via a video image
(Doherty-Sneddon et al., 1997; Heath & Luff,
1992). Thus, it is possible that status cues may
be dampened in a computer-mediated environ-
ment and performance expectations that are
formed on the basis of these weakened cues
may be attenuated.
A third possibility is that the manner in which
expectations are translated into behavior may
differ in a computer-mediated environment. The
status structure in a group is a normatively
Figure 2. Stages at which technological mediation may impact status processes.
307VIRTUAL TEAMS
supported process (Ridgeway & Diekema,
1989). As we noted earlier, group members may
defer to Member A because Member A shows
competence or other evidence of helping the
group reach its cooperative goal. Behaviors in-
consistent with this status structure, as when
Member B repeatedly overrules the higher sta-
tus Member A, are deemed to be a violation of
group norms and typically result in negative
reactions toward the norm violator. In a normal
group setting, negative reactions to a norm vi-
olation may range from a disapproving glance
to a face-to-face confrontation. Given that vir-
tual team members are more remote and less
immediately accessible than members of face-
to-face groups, it is possible that the pressure to
conform to these norms of status allocation may
be weaker. In this case, even if status differen-
tials are salient and performance expectations
are formed on this basis, there may be less
pressure to behave in a manner consistent with
these expectations. It is likely that previous re-
sults showing a status equalization effect in
computer-mediated groups may be a combina-
tion of (a) blocking of status information, (b)
dampening of status cues, and (c) weakening of
the normatively supported process by which
expectations are translated into behavior.
There may be some aspects of computer-
mediated communications that bolster or
strengthen status effects. For example, in nor-
mal group settings, ones position in the group
status structure is established on the basis of
multiple indicators of status: A person may have
the relative disadvantage of being a lower level
employee in a group of managers but may also
provide evidence of specialized skills and train-
ing, professional demeanor, and competency.
Research indicates that people combine multi-
ple items of differentiating information to form
composite performance expectations for others
(Webster & Driskell, 1983). To the extent that
computer-mediated environments restrict the
transmission of differentiating information (es-
pecially expressive and other contextual cues),
interaction may be more likely to be patterned
simply on a single salient distinction, such as
the primary employeemanager distinction in
this example. In fact, the social identity model
of deindividuation effects suggests that when
individuating information is scarce, relevant
group membership cues may become more in-
uential (Postmes, Spears, & Lea, 2002). Thus,
it is possible that major status characteristics
that are salient, such as occupational position,
may have a relatively greater impact in comput-
er-mediated environments in which other differ-
entiating information is suppressed.
Performance Effects
It is important to note that status processes in
groups may have desirable and undesirable con-
sequences. Furthermore, any potential attenua-
tion of status differences in computer-mediated
groups can likewise have desirable as well as
undesirable effects. Ideally, status processes
provide structure to the team so that it can use
its resources more effectively to accomplish a
task. Status processes operate in groups to pro-
duce a hierarchical patterning of interaction,
such that those with higher status (i.e., those
who are perceived to be more competent) tend
to dominate group discussion. To the extent that
status differentials within the group are based
on cultural stereotypes (such as race or gender)
this may result in loss of resources to the group
and undesirable barriers to equal participation
for females and ethnic minorities. In this case, a
attening of the status hierarchy may lead to
more open and equal participation and greater
resources for the group to draw upon. On the
other hand, status generalization may have pos-
itive effects when it operates in general accor-
dance with the distribution of ability in the
group. To the extent that status differences re-
ect actual differences in ability, expertise, and
competence, it is desirable for higher status
group members to be more active and inuen-
tial. In this case, the dampening of status effects
can lead to lower participation by those with
greater competence.
There are ways in which status can affect
performance other than by determining the ex-
tent that team members participate or contribute
to the task. Under conditions in which status
distinctions are blurred, when there is uncer-
tainty about status, or when team members hold
conicting expectations, status incongruence
may arise. One type of status incongruence may
occur when Team Member A possesses high
status (perhaps having more experience or hav-
ing specic content knowledge) and is ignored
or afforded fewer opportunities to contribute to
the task. Status incongruence can lead to dissat-
isfaction and lower productivity (Nixon, 1979).
308 DRISKELL, RADTKE, AND SALAS
Furthermore, for technology-mediated teams, it
may be more difcult to correct normative vio-
lations of the status structure. In normal inter-
action, when there is a discrepancy between a
team members status, behavior, or rewards
(e.g., if the low-ability team member dominates
conversation), team members tend to act to cor-
rect these discrepancies. In situations in which
status distinctions are unclear, these normative
violations are less likely to be perceived or
addressed.
Moderators
Type of task. In general, a hierarchical sta-
tus structure is potentially more advantageous,
and more likely to be established, for tasks that
are ambiguous, uncertain, and complex versus
tasks that are highly structured and routine
(Nixon, 1979). Thus, in general, technological
mediation should impact status processes less
for more routine logical/precision tasks than for
intellectual/analytic tasks.
Examining the moderating effects of type of
task more precisely requires that we also con-
sider the temporal context of the team and the
consequences of changes in the status structure.
One point that we have touched on previously is
that status processes in teams are not passive but
are normatively supported by team members,
both high status and low status. Given that the
status structure is a means to organize interac-
tion within the team to achieve effective task
performance, changes to this structure are likely
to be resisted, especially if the status structure
supports the effective accomplishment of the
task. In other words, real groups that have a
history of interaction are likely to resist changes
to an established status structure.
Straus and McGrath (1994) noted that idea
generation tasks require very little coordination
or consensus to accomplish. And, in fact, status-
differentiated groups tend to do more poorly on
idea generation tasks than status-undifferenti-
ated groups (Silver et al., 1994). Thus, if tech-
nological mediation suppresses status effects on
idea generation tasks, there will probably be
little effort by team members to restore a struc-
ture that does not support successful task per-
formance in the rst place. However, judgment
tasks are tasks for which team members must
seek consensus on a preferred alternative. Struc-
turing interaction so that those who have better
ideas contribute more to team deliberations
should result in better performance. Technolog-
ical mediation may suppress status effects on
judgment tasks, but it may be temporary, as
team members seek to restore an effective status
structure. Status differentiation may be some-
what less benecial for intellective tasks that
have a correct answer, given that as long as one
person has the answer, consensus is not re-
quired. However, to the extent that status pro-
cesses operate to place those who are more
likely to have a correct answer in an advantaged
position in the group, an appropriate status
structure should support effective performance.
Again, for this type of task, technological me-
diation may initially suppress status effects, but
this effect may be temporary, as team members
attempt to restore an effective status structure.
Type of computer-mediated environment.
Some computer-mediated communications sys-
tems restrict the transmittal of visible as well as
expressive indicators of group membersstatus.
For example, group members who are separated
over a computer network with no visual capa-
bilities lose access to visual cues of others
status that are present in face-to-face interac-
tion, such as eye contact, style of dress, select-
ing the head of the table, or perhaps even the
race, age, and gender of other group members.
The relative anonymity of other group members
(compared with face-to-face groups) may result
in less hierarchically structured and more equal
participation across group members.
Computer-mediated environments in which
group members communicate primarily via text,
with no visual or verbal communication, may
also limit the transmittal of expressive status
cues such as rate of speech, verbal uency, and
loudness and tone of speech. Furthermore,
many computer-mediated systems impose stan-
dardized forms of communication that further
limit the expression of status. In fact, more
formalized means of communication may allow
team members to speak uninterrupted, which
may in itself lead to changes in patterns of team
member interaction. By masking cues to status
or by imposing more standardized forms of
communications, we would expect interaction
in these types of mediated environments to be
less hierarchical and more equal.
Temporal context. Teams may be com-
posed of members who are initially differenti-
ated by status distinctions (i.e., teams of mixed
309VIRTUAL TEAMS
organizational status, gender, or ability) or they
may be composed of status equals, undifferen-
tiated with regard to observable status differ-
ences. In status-unequal teams, a status structure
develops very quickly at the onset of interac-
tion, on the basis of the observable status char-
acteristics that differentiate team members. In
status-equal teams, this structure develops more
slowly on the basis of the contributions that
team members make during team interaction.
There are several implications of this distinc-
tion. First, in teams that interact over a period of
time, the strong initial impact of status charac-
teristics declines as interaction becomes pat-
terned more on the quality of the contributions
that team members make. Thus, the effect of
technological mediation on blocking observable
indicators of status may become less relevant to
team interaction over time. Second, the impact
of status characteristics in structuring interac-
tion is relatively more salient when the task
situation is ambiguous and team members do
not have much information regarding the per-
formance abilities of each other. This is more
likely to be the case for ad hoc, newly formed
teams than for teams that are experienced and
have interacted over time.
Counternormative Behavior
Reviews of computer-mediated interaction
invariably address differences in counternorma-
tive or uninhibited behavior in face-to-face and
computer-mediated groups. In fact, this is per-
haps one of the most widely cited yet unimpres-
sively supported phenomena in this literature.
This ambiguity leads to conicting conclusions
drawn by reviewers that uninhibited communi-
cation is either a common, if not universal,
feature of computer-based conferences(Selfe
& Meyer, 1991, p. 170) or a comparatively
rare occurrence in [computer-mediated commu-
nications](Lea, OShea, Fung, & Spears,
1992, p. 108).
It is important to note that the term counter-
normative refers to behavior that deviates from
the norm, and it can refer to behavior that is
more positive than normal or behavior that is
more negative than normal (Blanton & Christie,
2003). Within the computer-mediated commu-
nications literature, counternormative or unin-
hibited behavior is often discussed in terms of
hostile or negative communication (i.e., am-
ing), but this association may not be consistent
and can be misleading. In fact, authors of one
study that is often cited as providing supporting
evidence for negative communications in com-
puter-mediated communications (Kiesler et al.,
1985) included in their measure of uninhibited
behavior both impolite statements and swearing
as well as exclamations (e.g., Hooray!) and
expressions of high positive regard. Thus, cau-
tion is advised in that some may treat counter-
normative or uninhibited behavior as both de-
sirable and undesirable behaviors that deviate
from the norm, whereas others may discuss
counternormative or uninhibited behaviors as
referring specically to negative behavior.
Counternormative Behavior in Virtual
Teams
Certainly the primary concern prevalent in
the literature is with counternormative behavior
as negative behavior, such as verbal aggression,
expressions of hostility, or negative socioemo-
tional content. Dubrovsky et al. (1991) argued
that the lack of contextual means of communi-
cating in computer-mediated environments
forces interactants to be more forceful and less
inhibited. Further, Kiesler et al. (1985) noted
that computer-mediated systems transmit social
information poorly and that computer-mediated
interaction is likely to be characterized by less
attention to others, less social feedback, and
depersonalized communication. Sproull and
Kiesler (1991) concluded, People interacting
on a computer are isolated from social cues. . . .
This feeling of privacy makes them feel less
inhibited with others(p. 48). However, the
existing research on the effects of computer-
mediated communications on counternormative
behavior is much more equivocal. Although
early research studies revealed more negative
socioemotional content in computer-mediated
groups than in face-to-face groups, more recent
reports have called this relationship into
question.
Siegel et al. (1986) argued that the deindi-
viduation stemming from the relative absence
of social cues and social feedback in computer-
mediated groups would lead to greater uninhib-
ited behavior. They compared three-person
groups who either met face-to-face or were
physically separated and communicated via a
computer-mediated text messaging program. In
310 DRISKELL, RADTKE, AND SALAS
the computer-mediated groups, they observed
signicantly greater instances of uninhibited be-
havior (swearing, insults, and name calling)
than in the face-to-face groups. Dubrovsky et al.
(1991) found greater swearing, name calling,
and threats in groups communicating via e-mail
than in face-to-face groups. Sproull and Kiesler
(1986) reported more aming in groups com-
municating via e-mail, on the basis of research
subjectsself-reports of how much aming they
observed in e-mail messages versus how much
they observed in everyday conversations.
However, other studies have found that there
is little difference in uninhibited negative be-
havior between computer-mediated and face-to-
face groups. Hiltz, Johnson, and Turoff (1986)
compared communication in computer-medi-
ated and face-to-face groups using the Bales
Interaction Process Analysis categories. Al-
though they found evidence of fewer socioemo-
tional statements in computer-mediated groups,
they also found other results that were more
equivocal. Computer-mediated groups made
more statements relating to showing tension
than face-to-face groups on one experimental
task; however, for the other task, this difference
was reversed. There was no difference in state-
ments showing antagonism between the two
groups. Hiltz, Turoff, and Johnson (1989) found
little evidence of uninhibited behavior (e.g., in-
sults, profanity) in either computer-mediated or
face-to-face groups composed of corporate
managers. Walther and Burgoon (1992) re-
ported no difference in communications show-
ing tension or composure between face-to-face
and computer-mediated groups. Walther, An-
derson, and Park (1994), in a meta-analysis of
negative communication in computer-mediated
interaction, concluded that the overall propor-
tion of communications considered negative
was quite small and that the difference between
negative communication in computer-mediated
and face-to-face groups was minute (d.017).
The most reasonable conclusion that can be
drawn from this research is that negative coun-
ternormative behavior is not inevitable in com-
puter-mediated groups but may occur under
some situations. There are several explanations
that can account for the potential for greater
counternormative behavior in computer-medi-
ated groups, including the effect of the impov-
erished computer-mediated communications
environment, anonymity and deindividuation,
lack of accountability, frustration, and confu-
sion. We consider each of these potential expla-
nations in the following.
One explanation for uninhibited behavior in
computer-mediated communication is directly
related to the impoverishment of the medium
itself. Normal communication involves both
verbal and nonverbal channels, and researchers
have drawn a distinction between verbal (con-
tent) and nonverbal (expressive) communica-
tion (Ambady & Rosenthal, 1992; DePaulo,
Rosenthal, Eisenstat, Rogers, & Finkelstein,
1976). Moreover, when the content of a mes-
sage and the expressive behavior accompanying
the message are discrepantfor instance, when
a person states Thats horrible!but with a
warm voice tone, a smile, and open, relaxed
gestureswe are likely to interpret the message
as a friendly jibe rather than an insult or a threat.
Computer-mediated systems that do not convey
expressive behavior may result in more misin-
terpretations and mistakes in interpreting mes-
sage intent. Computer-mediated systems that do
not provide an audio channel block paralinguis-
tic information, those that do not provide a
video channel block the transmission of visual
expressive behavior, and even those that pro-
vide head and shouldersvideo may distort
expressive behavior when it is abstracted from
the context in which it is produced and pre-
sented via a restricted video image (Heath &
Luff, 1992). Furthermore, we may nd greater
evidence of overt disagreements or more stri-
dent statements in computer-mediated groups
simply because more subtle forms of disagree-
ment (such as shaking ones head) are rendered
less useful by the communications medium. In
this case, one form of disagreement may serve
as a substitute in computer-mediated communi-
cations for another form of disagreement that is
suppressed.
A number of researchers have argued that the
relative anonymity and loss of social cues in
computer-mediated interaction lead to greater
depersonalization or deindividuation. The tradi-
tional perspective holds that anonymity (such as
induced by wearing a mask or being in a large
crowd) leads to a loss of self-awareness, and in
this state of lowered self-attentiveness, people
fail to regulate their behavior with the prevail-
ing standards of performance (Carver &
Scheier, 1981; Mullen & Baumeister, 1987).
Thus, those lost in a crowdare more likely to
311VIRTUAL TEAMS
become deindividuated and commit atrocities
(Mullen, 1987), and those depersonalized in a
virtual team environment are less likely to be
concerned with prevailing team standards and
more likely to exhibit counternormative behav-
ior. The social identity model of deindividua-
tion (SIDE) provides an alternative and compet-
ing explanation (Postmes & Spears, 1998;
Spears & Lea, 1992). According to the SIDE
perspective, deindividuation leads to greater,
not less, conformity under certain conditions.
More specically, if group standards are salient
(i.e., group membership is emphasized), then
deindividuation will lead to greater adherence
to group norms. Further, if the reference group
supports the expression of uninhibited behavior
(as SIDE proponents imply that many online
groups do), then this increased responsivity to
group norms will lead to greater uninhibited
behavior.
A related argument is that deindividuated vir-
tual team members, isolated from the physical
presence of other team members, may be less
accountable for their actions. Normative bonds
are consensualwe adhere to norms because it
is the right thing to do. But we also conform to
norms because of the coercive power of others.
For example, I may choose not to insult some-
one sitting across the table from me because he
or she may take umbrage and respond. Virtual
team members are under less coercive control,
stemming from the lack of immediate presence
of other team members, and are less account-
able for their actions. Furthermore, in ad hoc
one-shot or single-meeting virtual teams, not
only do we not have someone who can gura-
tively reach over and thump us on the ears, but
there is no potential for future interaction in
which transgressions can be righted. Thus, the
loss of the coercive power of other physically
present team members may lead to greater un-
inhibited behavior in virtual teams.
It is reasonable to expect that there is greater
mechanical friction(i.e., frustration with new
or awkward procedures and systems) involved
in using computer-mediated systems, which
may lead to greater annoyance and emotionality
(Poole, Holmes, Watson, & DeSanctis, 1993). It
is further likely that these procedural difculties
and resulting frustrations would subside over
time. However, because of the short-term, tem-
porary nature of many research studies, there is
little evidence available regarding whether or
how this type of adaptation occurs.
Finally, there may be greater counternorma-
tive behavior in computer-mediated teams be-
cause interaction is more confusing than in face-
to-face communication (Thompson & Coovert,
2003). Thompson and Coovert claim that virtual
teams have greater difculty establishing mu-
tual or shared knowledge because they lack the
direct knowledge gained from rsthand, imme-
diate experience with other team members.
They found that in comparison with teams that
worked face-to-face, teams that interacted via
text-based computer conferencing reported
greater confusion and less understanding of
team discussions. These results suggest that
technological mediation may lead to greater
counternormative behavior, especially uninten-
tional norm violations, because virtual team
members may nd it more difcult to under-
stand just what the rules are.
Performance Effects
There is little direct research on the effects of
counternormative behavior on performance in
computer-mediated groups. However, assuming
that team norms support performance, adher-
ence to team norms should generally result in
greater productivity (Postmes, Spears, & Cihan-
gir, 2001). Moreover, negative or hostile com-
munications may lead to greater task-irrelevant
communications and may disrupt team interac-
tion and interpersonal relations among team
members.
Moderators
Type of task. Many of the studies that have
examined counternormative behavior in com-
puter-mediated groups have used judgment or
choice dilemma tasks, including studies that
have reported greater counternormative behav-
ior in computer-mediated groups versus face-to-
face groups (Dubrovsky et al., 1991; Siegel et
al., 1986) as well as those reporting no differ-
ence (Hiltz et al., 1989). It is likely that the
relative anonymity, lack of accountability, frus-
tration, and confusion that may stem from in-
teraction in computer-mediated environments
would have similar effects on a broad range of
tasks. However, the tendency for these condi-
tions to result in negative socioemotional out-
312 DRISKELL, RADTKE, AND SALAS
bursts may be greater for tasks in which socio-
emotional relations are more salient, such as
social or persuasive tasks, than in more routin-
ized mechanical/technical or logical/precision
tasks.
One further characteristic of the task is rele-
vant to the effect of deindividuation on coun-
ternormative behavior. The SIDE model argues
that deindividuation leads to greater identica-
tion with the group and stronger normative
commitment when social identity is salient
(Postmes, Spears, & Lea, 1998). That is, for
tasks in which group members perceive strong
membership to the group, deindividuation may
reinforce conformity to group norms (i.e., team
members are less self-aware and more group-
aware). When group members do not identify
strongly with the group, deindividuation may
weaken social inuence and increase counter-
normative behaviors.
Type of computer-mediated environment.
Research on counternormative behavior has al-
most exclusively compared face-to-face groups
with groups communicating via e-mail or text-
based computer conferencing systems (cf.
Dubrovsky et al., 1991; Hiltz et al., 1989;
Kiesler et al., 1985; Siegel et al., 1986; Sproull
& Kiesler, 1986; Walther & Burgoon, 1992).
We would expect deindividuation or loss of
self-awareness to be more prevalent the more
that the communications medium restricts the
transmission of individual cues. Thus, we
would expect deindividuation to be greatest for
text-based communications systems, relatively
less likely to occur for audio-based systems, and
even less likely to occur for audiovideo com-
munications. Frustration with the communica-
tions medium and confusion with team deliber-
ations are also likely to be greater for more
restrictive communications environments. On
the other hand, the loss of accountability stems
primarily from the physical separation of team
members, and this is likely to be salient in any
communications environment in which team
members are separated from one another.
Temporal context. Sproull and Kiesler
(1986) and Hiltz et al. (1989) examined coun-
ternormative behavior in intact work teams.
Sproull and Kiesler reported greater counternor-
mative behavior in e-mail communications, and
Hiltz et al. reported no differences between
teams communicating via text conferencing and
those interacting face-to-face. The vast majority
of other studies of counternormative behavior
examined newly formed groups whose time to-
gether lasted approximately 90 min or less.
Walther (1997) has argued that short-term com-
puter-mediated groups are more task oriented,
impersonal, and hostile than long-term groups.
He states that groups that anticipate future in-
teraction increase social information seeking,
show more positive affect, and enact more re-
lationally positive communication than ad hoc
one-shot groups. Indeed, Walther et al. (1994)
reported that differences in the extent of nega-
tive communications between face-to-face and
computer-mediated groups were reduced when
interaction was longer term versus time
restricted.
Communication
Communication is a multimodal process that
includes both verbal and nonverbal compo-
nents. As people speak, they also gesture to
elaborate speech, they change body position and
posture, and they vary facial expression and
gaze. In fact, one primary characteristic of com-
munication is that the literal meaning of speech
underspecies the speakers intended meaning.
To infer the speakers intended meaning re-
quires that the listener supplement speech con-
tent with contextual information that is not rep-
resented in speech. This contextual information
may include a speakers gaze or eye contact,
facial expressions, gestures, posture and body
movements, as well as paralinguistic cues such
as intonation and loudness of speech. For ex-
ample, expressive behaviors such as gestures
can serve multiple functions: they may supple-
ment and elaborate speech content, accent or
punctuate speech, substitute for speech, clarify
ambiguity, regulate the timing and sequence of
communication, and convey emotion (Driskell
& Radtke, in press). All of these functions can
serve to more fully convey information to the
listener. The promise of computer-mediated
communications systems is to produce an envi-
ronment that captures the richness of face-to-
face communication.
Communication in Virtual Teams
Communications systems that do not support
the transmission of contextual information are
viewed as impoverished and less informative
313VIRTUAL TEAMS
(Fussell & Benimoff, 1995). One perspective on
communication in computer-mediated groups
contends that transfer of information is re-
stricted in a computer-mediated environment
owing to a reduction in the amount and type of
cues available to interactants. More specically,
the types of information reduced in a computer-
mediated environment are largely cues of con-
textverbal and nonverbal behaviors that play
a large part in dening the message that is
communicated. In brief, the available body of
research suggests that (a) communication in-
volves the transfer of information through mul-
tiple channels, (b) computer-mediated interac-
tion may lter out certain communicative cues
(primarily visual and contextual) found in face-
to-face interaction, and (c) this restriction in
contextual cues may lead to signicant changes
in group communication (see Culnan &
Markus, 1987).
One fundamental problem present in comput-
er-mediated communications is the failure to
establish and maintain mutual knowledge
(Cramton, 2001; Thompson & Coovert, 2003)
or common ground (Clark & Brennan, 1991).
Mutual knowledge refers to knowledge that
team members share and know they share
(Krauss & Fussell, 1990). Accordingly, a lack
of mutual knowledge would be represented by
team members who hold differing information
and do not realize they do so. Whittaker and
OConaill (1997) noted that group members
must establish common ground in regard to the
content of communication (mutual knowledge
regarding the content of conversation) and also
the process of communication (mutual knowl-
edge regarding who will speak, who will listen,
and how transitions are made).
Mutual knowledge is established through
several mechanisms, including direct knowl-
edge gained from shared experiences and rst-
hand observations of other team members and
through the dynamics of the interaction process
itself (Krauss & Fussell, 1990). Virtual team
members are less likely to gain direct knowl-
edge of other team members when they are
located remotely from one another. Further-
more, establishing mutual knowledge through
interaction is made more difcult in a computer-
mediated environment because information ex-
change is less complete, is slower, and requires
more effort. Cramton (2001) has noted that one
reason communication is more difcult in com-
puter-mediated environments is the greater ef-
fort required to convey nuances of speech with-
out the use of expressive and paralinguistic
cues.
For example, one of the most common ways
of establishing whether a statement is under-
stood is through acknowledgment. Acknowl-
edgments are attempts to provide positive evi-
dence of understanding. Acknowledgments are
often verbal but in many cases constitute what
are termed back-channel responses, including
signals or gestures such as head nods, shrugs, or
smiles. Another basic form of acknowledgment
is sustained attention. In normal communica-
tion, individuals typically monitor moment-to-
moment what other interactants are doing. We
detect cues of sustained attention from others,
often through eye gaze, that indicate their un-
derstanding. On the other hand, when someone
looks puzzled, breaks eye contact, or raises a
brow, this provides critical information that un-
derstanding has not been established. In a com-
puter-mediated environment, because this type
of contextual communication is often lacking, it
may be more difcult to ground communication
and establish that a statement is understood;
additionally, the costs of grounding communi-
cation will be greater, as team members must
expend more effort to ensure that information is
understood by others.
A related problem in attempting to achieve
mutual knowledge in virtual teams is that re-
stricted feedback may make it more difcult to
transfer information and to identify and correct
errors in the transfer of information as they
occur. Cooperative behavior in a team setting is
an iterative cycle of individual performance,
feedback from others, adjustment, and action.
Ashford and Tsui (1991) note that in many
real-world task settings, formal feedback mech-
anisms regulate behavior only loosely. That is,
the feedback that is received directly from ex-
ternal sources may in some cases be of less
relevance than that which is abstracted actively
from the environment by the individual. Draw-
ing feedback from other team members requires
an active process of seeking and evaluating
feedback, monitoring performance, and initiat-
ing and revising corrective actions.
Models of self-regulation emphasize the im-
portance of feedback that individuals generate
for themselves, rather than information that is
passively provided by others (Butler & Winne,
314 DRISKELL, RADTKE, AND SALAS
1995). Self-regulation refers to the active pro-
cess whereby individuals set performance stan-
dards, seek and evaluate feedback, detect dis-
crepancies in their performance, and take
actions to reduce those discrepancies. Self-
regulation is, in part, a social process. As team
members monitor their ongoing task perfor-
mance, they seek feedback from sources such as
other team members. This feedback allows the
learner to establish the validity of his or her own
perceptions regarding current task performance,
verify performance standards, and gather infor-
mation regarding potential strategies to correct
performance.
To the extent that team members are less
immediate and accessible, accessing peer feed-
back is more difcult. Often, individuals may
seek feedback from a team members glance,
nod, or frownnuanced behaviors that are not
easily transmitted in computer-mediated envi-
ronments. Not only is this type of feedback
more difcult to perceive in a computer-medi-
ated environment, it may be less likely to be
provided by a team member who is sitting re-
motely at a computer screen rather than in the
direct presence of others. A second concern is
that the nature or valence of feedback provided
by members of virtual teams may differ from
that of face-to-face groups. Ashford and Tsui
(1991) have noted that there is a general ten-
dency for people to give each other positive
feedback spontaneously, while withholding
negative feedback. However, research suggests
that under certain circumstances, members of
computer-mediated groups may offer more neg-
ative or extreme evaluations of others than
members of face-to-face groups (Walther,
1997). Thus, there may be a tendency in com-
puter-mediated environments for team members
to be exposed to more negative feedback, dis-
approval, or censure. Finally, virtual team envi-
ronments may affect how feedback is evaluated.
Individuals do not simply absorb feedback but
actively evaluate the extent to which feedback is
an accurate reection of their performance.
Feedback that is seen as inaccurate is discount-
ed; feedback that is seen as accurate is more
likely to be accepted. Some research suggests
that feedback is more likely to be accepted from
sources that are psychologically closer to the
source than from those more distant (Ilgen,
Fisher, & Taylor, 1979). Thus, we may accept
feedback less readily from others in a virtual
team environment who are seen as more remote
or removed from the immediate social setting.
Performance Effects
Cramton (2001) found several consequences
of the failure to establish mutual knowledge in
computer-mediated teams. Team members had
difculty in communicating and obtaining con-
textual information regarding the specic con-
ditions and constraints under which remote
teammates worked. Information was distributed
unevenly among team members, and widely
varying impressions were formed regarding the
task. Team members had difculty in commu-
nicating and in understanding what was most
important in the information transmitted. Fi-
nally, team members reported problems in re-
ceiving timely feedback from other team mem-
bers and in interpreting the meaning of other
teammatessilence or lack of response. Inter-
estingly, some team members interpreted oth-
ersfailure to communicate as an unwillingness
to work, reecting the tendency to make nega-
tive personal attributions when situational infor-
mation is absent. Thompson and Coovert (2003)
found that a lack of mutual knowledge in com-
puter-mediated teams led to greater confusion
and inaccuracies in recording team decisions.
Finally, some research has shown that the sim-
ilarity of shared mental models among team
members predicts the quality of team processes
and performance (Mathieu, Heffner, Goodwin,
Salas, & Cannon-Bowers, 2000).
Moderators
Type of task. Cramton (2001) noted that the
impact of computer-mediated communications
on mutual knowledge is likely to be greater for
tasks in which individual team members hold a
great amount of unique information and in
which contextual information between remote
sites differs. Furthermore, this problem is exac-
erbated by high requirements for complexity,
workload, and interdependence. Others have ar-
gued that technological mediation, especially
the loss of visual cues, may have a greater
impact on communication effectiveness for
tasks that have a greater interpersonal require-
ment, such as social, manipulative/persuasive,
or negotiation tasks (Sellen, 1995; Short, 1974;
Williams, 1977).
315VIRTUAL TEAMS
Type of computer-mediated environment.
The advantages of audio over text-based com-
munications are substantial, leading Whittaker
and OConaill (1997) to conclude that speech is
the critical medium for interpersonal communi-
cations. Thus, the negative impact of technolog-
ical mediation on communication should be re-
duced when audio is available. However, the
value of adding video to audio communications
is less apparent. Rudman, Hertz, Marshall, and
Dykstra-Erickson (1997) examined the role of
the video channel in supporting computer-me-
diated communication. They proposed that one
benet of adding video to audio and data chan-
nels in a computer-mediated environment is that
it allows teams to more effectively regulate the
ow of interaction and to communicate emo-
tions and attitudes. Rudman et al. found that
team members using audio-only communica-
tions had difculty knowing when others were
paying attention and could not tell when they
were understood because they could not see
othersnonverbal reactions. Without visual
feedback, team members delayed asking others
for information out of fear of interrupting their
work; further, they had problems knowing when
others needed help, because they could not see
otherslevel of frustration or confusion. In gen-
eral, Rudman et al. observed that without visual
input, team members had problems evaluating
otherslevel of attention and concentration, de-
termining how positive or negative others were
feeling, determining whether others needed
help, and knowing when to interrupt.
Nevertheless, the bulk of evidence on the
value of adding video capabilities to computer-
mediated systems is not supportive. In one of
the earliest such studies, Chapanis, Ochsman,
Parrish, and Weeks (1972) found that adding
video to group communications did not enhance
the efciency of group problem solving or result
in higher quality outcomes. Other studies have
similarly shown little advantage of video over
audio-only communication in enhancing team
performance (Anderson et al., 1997; Boyle,
Anderson, & Newlands, 1994; Doherty-Sned-
don et al., 1997; Sellen, 1995; Williams, 1977).
In a recent review of this literature, Whittaker
and OConaill (1997) concluded, Laboratory
studies to demonstrate the benets of adding a
visual communication modality to voice have in
general shown few objective improvements
(p. 24).
Why does video apparently do so little to
enhance communication in computer-mediated
systems? First, Doherty-Sneddon et al. (1997)
note that a primary focus on task outcome may
be misleading and that a more useful evaluation
of communication requires consideration of
both outcome and communicative process. By
looking at outcome alone, their results showed
little difference between face-to-face, audio,
and audiovideo communications. However,
they also found that the structure of communi-
cation varied across these conditions and that
the visual channel was useful to speakers, for
example, in facilitating conversational ow.
However, one further factor underlies the ap-
parent ineffectiveness of video in computer-
mediated communications. Research suggests
that people are able to make fairly accurate
judgments of otherspersonality on the basis of
minimal interactions (Ambady, Hallahan, &
Rosenthal, 1995) and that people are able to
recognize emotions as well as deception from
demeanor (Frank & Ekman, 1997). However,
studies also show that the assessment of other
states, moods, or motivations from nonverbal
behavior can be more difcult. For example,
Jecker, Maccoby, Breitrose, and Rose (1964)
found that assessing comprehension from non-
verbal behavior was difcult and that teachers
were able to accurately assess student compre-
hension about 30% of the time from video re-
cordings. Furthermore, research that has at-
tempted to improve the ability to decode non-
verbal behavior suggests that training may
increase decoding accuracy (Costanzo, 1992).
However, most studies that contrast audio-only
with audiovideo communications simply make
available a video channel (typically a facial
image on a computer screen window) for team
members to use. One reason that providing a
video channel to computer-mediated systems
has shown few benets may be that individuals
make poor use of the social cues that are avail-
able without specialized training to ensure ac-
curacy in decoding nonverbal behavior.
Temporal context. It is likely that commu-
nication difculties, and especially problems in
establishing mutual knowledge, will be less for
preexisting teams that have a history of interac-
tion, team members who are more experienced
using the communications media, and more ma-
ture teams that can function with less rich in-
formation exchanges (McGrath & Hollings-
316 DRISKELL, RADTKE, AND SALAS
head, 1994). Moreover, the value of video to
enhancing communication in virtual teams may
be greater as team members gain familiarity
with one another. In ad hoc or newly formed
groups, expressions and gestures are idiosyn-
cratic. In other words, when we have not
worked with someone before, that persons ges-
tures, posture, and expressions may hold little
meaning for us. It is only over time that these
idiosyncratic gestures gain meaning (e.g., we
learn that when Alice looks away, she is think-
ing, but when Bob looks away, he is bored).
Therefore, the use of video in computer-medi-
ated systems may be of less value for newly
formed teams, because the social information
provided may hold less meaning.
Discussion
Some see a future in which virtual team
members interact seamlessly over advanced
communications systems. Others are more cau-
tious and argue that virtual teams differ in sig-
nicant ways from teams that work face-to-
face. For each of the topics we have discussed,
we have examined research that has compared
face-to-face teams and technology-mediated or
virtual teams. The existing evidence leads us to
conclude that overall, distance seems to mat-
terthat being mediated by technology can
have a signicant impact on how teams per-
form. These performance effects may stem from
changes in cohesiveness, status structure, coun-
ternormative behavior, and communication.
Technological mediation can have a negative
effect on cohesiveness, affecting interpersonal
bonds (interpersonal attraction), normative
bonds (group pride), and instrumental bonds
(task commitment) among team members.
Team performance is likely to be affected espe-
cially to the extent that task commitment is
lowered.
Technological mediation may affect the sta-
tus structure of the team by blocking the trans-
mission of status information, dampening the
effects of status cues, or weakening the norma-
tive process that supports status-based behavior.
To the extent that more competent persons oc-
cupy higher positions in the status hierarchy of
the team, performance can be degraded if status
differentials are reduced.
Although counternormative behavior is not
necessarily a feature of computer-mediated
teams, technological mediation can lead to a
greater prevalence of behaviors, both desirable
and undesirable, that deviate from the norm.
Negative counternormative behavior may stem
from a number of causes, including deindividu-
ation, frustration, lack of accountability, and
confusion, and can disrupt the smooth interper-
sonal relations required for effective team
performance.
Technological mediation can make it more
difcult to communicate information to others
and to interpret the communications of others.
The relative loss of contextual information in
computer-mediated communications can result
in greater difculty in establishing mutual
knowledge and can lead to greater confusion
among team members and inaccuracies in
performance.
However, the effects of technological medi-
ation on these team processes are moderated by
the type of computer-mediated environment, the
type of task, and the temporal context of the
team. We described the effects of these three
moderators as overarching, and the evidence
reviewed suggests they are indeed important.
For example, there are few generalizations that
can be made about virtual teams without con-
sidering the nature of the communications en-
vironment. Overall, less rich communications
media serve to exacerbate the effects of techno-
logical mediation. Thus, to the extent that tech-
nological mediation impairs interaction, it im-
pairs interaction more so for text-only commu-
nications than for textaudio and for audio
video communications. However, there also
seems to be something about the physical pres-
ence or immediacy of another that differentiates
face-to-face interaction from even high-quality
audiovideo. Sellen (1995) concluded,
There appears to be something critically different
about sharing the same physical space that needs to be
examined more carefully. What aspects of interaction
are fundamentally altered when people no longer share
the same physical space? Why does the presence of a
video channel fail to compensate? (p. 440)
At present, there is no satisfactory explication
of this issue.
Similarly, few rm statements can be made
regarding team interaction in virtual environ-
ments without consideration of the type of task
that the team is performing. This variable is
somewhat more difcult to examine, as there
are any number of dimensions on which tasks
317VIRTUAL TEAMS
may be classied. We have attempted to focus
on the behavioral requirements of the task; the
distinction that seems to be most useful is that
between tasks that have high interpersonal/so-
cial requirements (i.e., social and persuasive
tasks) and tasks that have greater instrumental
requirements (i.e., technical or logical tasks).
The comparison is not a simple one, but tech-
nological mediation may be more disruptive for
tasks that have high demands for either social or
instrumental interdependence than for tasks that
can be accomplished with less social or instru-
mental interaction.
Finally, McGrath (1990) has noted, Groups
develop and exist in a temporal context(p. 23),
an admonition that is all but ignored in most
research on virtual teams. Overall, time and
experience tend to brace teams against the del-
eterious effects of technological mediation.
Thus, some of the negative effects of techno-
logical mediation observed in ad hoc, short-
term teams may not be evident in intact or
experienced teams. Further, some effects of
technological mediation that are observed in the
short term may be temporary and subside over
time.
To draw rm conclusions from a model of
team performance such as that presented in Fig-
ure 1, a research literature is needed that clearly
and systematically varies important team and
task characteristics. However, as Hollingshead
and McGrath (1995) noted, this may be the
ideal, but the reality is that the body of literature
on computer-mediated teams virtually ignores
the operation of key team and task variables.
Accordingly, in many cases, our analyses are
speculative rather than conclusive, and more
research is needed to further elucidate the spe-
cic conditions under which technological me-
diation impacts team interaction. However, as is
often the case, there is value in noting what we
do not know at this point. Specically, further
research is needed to examine the effects of
technological mediation on other processes,
other outcomes, and other moderators.
Other Processes
We have discussed in some detail the effects
of technological mediation on cohesiveness,
status processes, counternormative behavior,
and communication. There are a number of
other team processes of interest such as leader-
ship, decision making, cooperation, and confor-
mity that have not been fully examined in this
literature. For example, one process that may be
particularly relevant given the nature of the
computer-mediated environment is social loaf-
ing. Social loang refers to the tendency for
individuals to become less motivated to exert
full effort when working on a collective group
task than when working independently (Latane,
Williams, & Harkins, 1979). In the early part of
this century, Ringelmann (1913) found that
when research participants performed a rope-
pulling task as a group, less force was exerted
than would be expected by combining the forces
of each individual. Furthermore, as the size of
the group increased, the difference between ex-
pected and actual productivity became greater.
Subsequent research has shown that social loaf-
ing is most likely to occur when the individual
task performer is immersed in a larger group,
when the task contributions of others cannot be
easily identied, when the work group is com-
posed of strangers or lacks cohesiveness, and
when group members are less likely to perceive
the direct contributions of their own efforts to
the group outcome (Karau & Williams, 1993;
Mullen & Baumeister, 1987). These conditions
reect those that occur in a virtual team envi-
ronment. Members of virtual teams work to-
gether but individual outputs are often difcult
to distinguish or monitor. Members of virtual
teams work with others who are dispersed over
a wide geographic area and with whom they
have little direct contact, and they may be one
nodeof a network that may contain a large
group of members. Thus, a virtual team mem-
ber, who may see ve other group members
represented on a computer screen (conferencing
software typically places an image of each other
member in a separate window on the screen),
may become lost in the crowd and devote less
effort to the task. Although a virtual team set-
ting may be a prime environment for social
loang to occur, very little research has exam-
ined this topic.
Other Outcomes
We limited our interest to the effects of tech-
nological mediation on team performance,
broadly dened. There are clearly more specic
indicators of team performance that should be
examined, including performance accuracy,
318 DRISKELL, RADTKE, AND SALAS
speed, and quality of solutions, among other
measures. There are also important outcome
variables other than performance, including
team member satisfaction, the longevity or via-
bility of the team, and organizational outcomes.
Other Moderators
There are a number of other potential mod-
erators that warrant further scrutiny, including
the size of the team. Steiner (1972) noted that
team size may impact performance in several
ways. As a group gets larger, the diversity of its
members increases, thus increasing the variety
of viewpoints and potentially increasing the
number of problem solutions available to the
team. However, larger teams do not always
perform better than smaller ones. Increasing
team size makes coordination requirements
more difcult, and as groups increase in size
and complexity, more group structure (role dif-
ferentiation, etc.) is required to coordinate
group activity. It is well established that
whereas total group performance may increase
as the size of the group increases, group mem-
ber performance (i.e., performance per person)
and satisfaction decrease as a function of group
size (e.g., Mullen, 1991; Mullen & Baumeister,
1987).
Separating team members from one another,
as in a virtual team environment, may serve to
reducethe size of the group in a perceptual
sense. In other words, we may be able to alle-
viate the negative consequences of being part of
a larger team by having team members work
together but remotely over a communications
network. Thus, it is possible that technological
mediation may increase team member satisfac-
tion in large teams by making a large group feel
smaller, yet it may decrease satisfaction in small
teams by disrupting the closer interpersonal
bonds forged by smaller groups. However, there
has been little research conducted to examine
potential social advantages of technological
mediation.
In summary, some differences that have been
observed between face-to-face and virtual
teams are likely to be temporary. For example,
the mechanical friction and user frustrations
inherent in using a relatively crude audiovisual
interface will dissipate as advances in hardware
and software are achieved. Some differences
that have been noted may be illusory: The ob-
servation that members of virtual teams ver-
bally disagree more than members of face-to-
face teams may simply reect the fact that vir-
tual team members are less able to disagree
nonverbally. However, some differences are
more fundamental. We believe that one such
difference is the distinction between the imme-
diacy of a physically present team member and
the remoteness of a virtual team member. How-
ever, a social psychological analysis of the con-
cept of presence is lacking.
One feature that characterizes much of the
research on virtual teams is an emphasis on
developing advanced technological environ-
ments for virtual team interaction. One disad-
vantage of this technology-focused approach is
that key social and psychological variables may
be overlooked or ignored, as Hollingshead and
McGrath (1995) observed. If ever there was an
essential need and role for social and psycho-
logical research, this is it. Although research on
virtual teams may span the disciplines of human
factors, communication, and human computer
interaction, the knowledge of group dynamics is
central to understanding performance in virtual
teams.
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Received September 16, 2002
Revision received August 27, 2003
Accepted September 2, 2003
323VIRTUAL TEAMS
... "…enable organizations to provide instruction, allow for practice, and provide detailed feedback to trainees in a realistic, engaging, immersive, and safe setting" (Salas et al., 2012). (Clark & Brennan, 1991;Driskell et al., 2003). microphones and headsets (e.g., Jarrett et al., 2016;Villado & Arthur, 2013) Walkie-talkies Performance recording system An electronic performance monitoring system used to collect and store information about some aspect of task performance. ...
... microphones and headsets (e.g., Jarrett et al., 2016;Villado & Arthur, 2013) Walkie-talkies Performance recording system An electronic performance monitoring system used to collect and store information about some aspect of task performance. (Clark & Brennan, 1991;Driskell et al., 2003). "In a videoconference setting, distributed groups may interact over networked computer systems and exchange live video as well as audio and text" (Driskell et al., 2003, p. 299 offering a large amount of real-time information about how individuals or teams are performing; for instance, via the physiological responses of patients in healthcare (Annett, 1969;Frese & Zapf, 1994). ...
... The various forms of technology used for distributed AARs can be categorized according to six characteristics of computer-mediated communication: copresence, visibility, audibility, cotemporality, simultaneity, and sequentiality (Clark & Brennan, 1991;Driskell et al., 2003;Jarrett et al., 2016). These characteristics encompass the degree to which trainees occupy the same physical location (i.e., copresence), can see (i.e., visibility) and hear one another (i.e., audibility), and send and receive communication at the time it is sent (i.e., cotemporality), simultaneously (i.e., simultaneity), and in sequence (i.e., sequentiality). ...
Article
The after-action review (AAR), also termed debrief, is a training approach that commonly encompasses some form of technology, but technology is largely a tangential consideration, which serves as the impetus for this review. Based on a systematic review of 91 empirical studies (113 AARs), a variety of nuances are identified about (1) where in the AAR technology is used, and the (2) users, (3) type, and (4) use of that technology. Technology is indeed common to AARs, but typically relegated to either aid in the task performance episode (92%) or in the provision of task feedback (52%). More broadly, the findings from the present review reflect the inherent complexity of determining how best to use technology in AARs with little extant guidance. These findings are followed by a set of six recommendations that will ideally spur greater use of technology in AARs to address longstanding issues that attenuate its effectiveness.
... According to Velez-Calle et al. [43], technology-mediated communication may make discrimination less pronounced. Therefore, information technology lowers overt disparities and behavioural differences, removing some obstacles to contact between diverse people [44][45][46][47]. ...
... According to Velez-Calle et al. [43], communication mediated by technology may lessen discrimination. As a result, information technology lessens overt disparities and behavioural variances, removing some barriers to contact between individuals with different backgrounds [44][45][46]. We provide a conceptual model (Fig. 1) that connects social identity dynamics and work group inclusion to informational cue salience based on the aforementioned literature study [12,24]. ...
... However, increased general neutrality and dispersed social distance may make various group members feel supportive. Therefore, virtual workplaces may give disadvantaged workers more of a priority than ones in physical locations [44]. This might be the case because social neutrality in online work groups reduces conformity and groupthink, allowing people to express illogical opinions [56]. ...
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Gesture recognition has gained significant traction in the fields of computer vision and machine learning, offering users a natural and intuitive means of interacting with robots and system interfaces without the need for additional equipment. The primary objective of gesture recognition within human-computer interaction (HCI) is to develop systems capable of identifying specific human gestures and utilizing them for conveying information or controlling devices. To accomplish this, hand gesture interfaces based on visual input necessitate swift and highly precise hand detection alongside real-time gesture recognition. This article presents a comprehensive solution utilizing machine learning algorithms that can be universally applied to a diverse range of real-time gesture recognition systems for human-computer interfaces. The proposed system facilitates controlling the LED light, enabling users to switch it on or off based on the recognition of hand gestures.
... Associated challenges are difficulties arising from asynchronous communication (e.g., Morrison-Smith & Ruiz, 2020) or ambiguity due to the reduced transmission of visual, social, or non-verbal cues (e.g., Lee-Kelley & Sankey, 2008;Morrison-Smith & Ruiz, 2020;Swart et al., 2022;Walvoord et al., 2008). These examples are often bound to the inappropriate selection of digital media in the light of the task or context at hand (e.g., Driskell et al., 2003;Hertel et al., 2005; or the irregular or lack of communication (e.g., Daim et al., 2012;Morrison-Smith & Ruiz, 2020). ...
... A third challenge identified results from the increased difficulties in monitoring and supervising in the virtual compared to the face-to-face context and the lack of direct feedback when working on tasks (e.g., Blackburn et al., 2003;Driskell et al., 2003;Hertel et al., 2005). Along with that, there is a need for structure and shared norms for collaboration (e.g., Walther & Bunz, 2005). ...
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In a modern digital workplace, leaders must have the necessary skills to lead employees virtually. Despite its high practical and theoretical relevance, a consensus on crucial digital competencies for virtual leaders is lacking, hindering a systematic exploration of the leader’s role in facilitating technology use. In the present article, we propose a new concept and instrument to assess leader digital competence (LDC). After reviewing the literature, we establish three dimensions of LDC, centering around the leader’s ability and inclination to select, promote, and enable technology and digital media among their employees. We provide support for the scale's convergent, discriminant, criterion-related, and incremental validity using four independent samples (N1 = 156, N2 = 309, N3 = 201, N4 employee = 452, N4 leader = 93). Furthermore, results support the reliability and factor structure with the three proposed dimensions of the 10-item LDC scale. The findings demonstrate that the scale represents a psychometrically sound instrument, useful for further examining conditions for effectiveness in the virtual environment. Future research should aim to advance the understanding of antecedents and situational factors that influence the relevance of LDC and its impact on employee, team, and organizational outcomes.
... As teams were fully virtually mediated, the visibility and effects of status cues might have been impacted. Being limited to virtual interactions potentially interfered with status differentiation by blocking or distorting the transmission of status cues (Driskell et al., 2003). Although group members frequently interacted via video calls, which enables the delivery of both visual and verbal information, certain status cues are altered in a video call, such as eye contact and shared gaze. ...
... Although group members frequently interacted via video calls, which enables the delivery of both visual and verbal information, certain status cues are altered in a video call, such as eye contact and shared gaze. Moreover, Driskell et al. (2003) argued that the effects of status cues might be dampened in a virtual environment, which could further impede status differentiation. People higher in narcissistic admiration tend to be afforded high status because their behaviors align with prototypical leaders. ...
Article
Despite people’s adeptness at discerning group members’ status, disagreements over who ranks higher (i.e., upward-status disagreement; USD) are frequent. In this study, we evaluated how different dimensions of narcissism, which are intertwined with the pursuit of status, relate to status attainment, perception, and ultimately USDs. Following virtual task-oriented teams across three time points, we found that narcissistic admiration did not relate to status attainment or perception, yet was linked to early and consistent involvement in USDs. In contrast, narcissistic rivalry predicted other-status devaluation across all time points and a decrease in absolute status over time. The findings reveal how distinct dimensions of narcissism differentially contribute to status dynamics in teams across different stages of social interaction.
... Many organizations recognize the importance of utilizing teams to accomplish work (Chuboda et al., 2005;Devine et al., 1999;Ilgen, 1999;Martins et al., 2004). As technology has advanced, many of these organizations have recently become more reliant on virtual project work, which allows work teams to communicate across geographical distances (Driskell et al., 2003). Considering the growing prevalence of virtual teams in organizations, more needs to be known about how to facilitate virtual team effectiveness. ...
... Other existing definitions of virtual teams tend to compare the qualities of virtual teams against those of conventional, or face-to-face, teams (Martins et al., 2004). The specific task environment characteristics that differentiate face-to-face and virtual teams include geographic location, time, and virtuality (Bell & Kozlowski, 2002;Driskell et al., 2003). Geographic location refers to the physical or Just as TMCs can help virtual teams by allowing members from different geographic locations to interact, it also can interfere with teamwork and team performance. ...
... A virtual team context can serve to flatten status distinctions because technology-mediated communication, along with geographical dispersion, can weaken the transmission of differentiating status information (J. E. Driskell et al., 2003;Postmes et al., 2002;Sproull & Kiesler, 1986). On the other hand, in fluid teams, status effects may be amplified, as observable surface level characteristics may become the primary basis for distinguishing between team members' perceived capabilities. ...
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Numerous contemporary work teams encompass both virtuality, marked by geographically dispersed members relying on technology for communication, and fluidity, involving the rapid assembly of members with limited prior experience for immediate, time-sensitive tasks. Instances include global virtual teams, military command and control teams, and similar contexts in which rapidly assembled distributed teams are prevalent. However, research on fluid virtual teams remains scarce. In this article, we expound upon the concept of team fluidity, explain how fluid virtual contexts influence team dynamics, and explore the implications for effectively supporting fluid virtual teams.
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In human resource management study, understanding how online work environments affect disenfranchised workers is important. Inclusivity academics have concentrated on how dissimilarities affect managerial inclusion of workers but seldom on how this happens via technology-mediated contact. We propose a theoretic model of two common distance types using inclusiveness and virtual work research on identity and communication (targeted and diffuse). We then explore how social distance impacts inclusion. Our data reveals that the virtual workplace may lessen certain prejudice and discrimination while boosting others. The results suggest inclusiveness studies should be more context-sensitive.
Conference Paper
Tehnologija je praktično del našega vsakdana, tako doma, kot v službi. Uspešno vključevanje v delovno in družbeno okolje posameznika je odvisno tudi od veščin uporabe sodobnih digitalnih tehnologij. Po eni strani digitalne tehnologije omogočajo bolj učinkovito delo in izrabo časa, po drugi strani pa neprestana dosegljivost od koderkoli lahko vpliva na nezmožnost razporejanja zasebnega in delovnega časa. Za obvladovanje izzivov, ki jih prinaša življenje v vse bolj digitalnem svetu pa niso dovolj le digitalne kompetence, pač pa skupek družbenih, čustvenih in kognitivnih sposobnosti. V prispevku bomo pripravili sistematični pregled raziskav na področju vpliva digitalne tehnologije na razporejanje zasebnega in delovnega časa. V ta namen bomo pregledali bibliografske podatkovne baze Web of Science, Scopus in ProQuest disertation in thesys po izbranih ključnih besedah. Cilj prispevka je opredeliti raziskovalno vrzel ter pripraviti nadaljnji načrt raziskave.
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Background: The continuous advancement of information technology has transformed how businesses and organizations carry out their day-to-day activities. Many people are choosing to work remotely because they are handling a significant number of human interactions through various virtual communication platforms. Remote work facilitates business growth and improves customer service, yet it presents its challenges, necessitating an investigation into virtual team morale to guarantee project success. Method: This study employed content analysis of readily available secondary data to examine the investigated phenomenon. Results: The study determined that the key elements for enhancing project success in virtual teams are technology adoption, an environment free from distractions, effective leadership, trust, communication, a well-defined task, active team engagement, and motivation. The study also found that morale strongly influences engagement and productivity in virtual teams. Therefore, when morale is high, virtual teams achieve their optimal performance. Conclusion: The research concluded that selecting the suitable technology for communication, assigning virtual team members with distinct roles and responsibilities, fostering a culture of accountability and trust within virtual teams, promoting efficient team collaboration, and motivating virtual team members are the most impactful tactics for enhancing employee engagement and performance in virtual teams.
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Understanding the impact that an online work environment poses for the inclusion of migrants and other international workers has become a highly relevant issue due to increasing labor shortage in the global business environment. In this regard, international inclusiveness scholarship has focused on the role of cultural and linguistic differences for organizational integration of foreign nationality minorities but has rarely considered the extent to which this is taking place through computer-mediated interaction. Simultaneously, virtual work research has delved on the social disengagement that is prominent in online work but without explicit attention to its effect on inclusive organizational practices. We, therefore, integrate inclusiveness and virtual work theories to conceptualize how migrants’ integration into the MNC as a global workplace is affected by the online environment. These insights lead to theoretical and practical advances in the conversation about cultural and linguistic differences in international business research suggesting that the online environment can have both positive and negative consequences for organizational inclusion of migrants.
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In this article, we attempt to distinguish between the properties of moderator and mediator variables at a number of levels. First, we seek to make theorists and researchers aware of the importance of not using the terms moderator and mediator interchangeably by carefully elaborating, both conceptually and strategically, the many ways in which moderators and mediators differ. We then go beyond this largely pedagogical function and delineate the conceptual and strategic implications of making use of such distinctions with regard to a wide range of phenomena, including control and stress, attitudes, and personality traits. We also provide a specific compendium of analytic procedures appropriate for making the most effective use of the moderator and mediator distinction, both separately and in terms of a broader causal system that includes both moderators and mediators. (46 ref) (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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Drawing on two recent theories, this article proposes interaction hypotheses involving the joint effects of salient group versus individual identity and long-term versus short-term group membership on the social, interpersonal, and intellectual responses of group members collaborating via computer-mediated communication. Participants from institutions in two countries used computer-mediated communication under various conditions. Results indicate that some conditions of computer-mediated communication use by geographically dispersed partners render effects systematically superior to those obtained in other mediated conditions and greater or lesser than effects obtained through face-to-face interaction.
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Self-attention theory (Carver, 1979, 1984; Carver & Scheier, 1981; Duval & Wicklund, 1972; Mullen, 1983) is concerned with self-regulation processes that occur as a result of becoming the figure of one’s attentional focus. According to self-attention theory, there are three fundamental requirements for any self-regulation of behavior to occur. These requirements are: self-focused attention, a salient behavioral standard, and a sufficiently good outcome expectancy to warrent continued efforts. We will begin by delineating each of these three elements of self-attention theory.