1. Ackerman, M.S.: The Intellectual Challenge of CSCW: The Gap Between Social Requirements and Technical Feasibility. In: Carroll, J. (ed.) Human-Computer Interaction in the New Millennium, pp. 303–324. ACM Press, New York (2001)
2. Ackerman, M.S., Halverson, C.: Organizational Memory: Processes, Boundary Objects, and Trajectories. In: Proceedings of the IEEE Hawaii Int. Conf. of Syst. Sciences 1 (1999)
3. Benford, S., Greenhalgh, C., Roden, T., Pycock, J.: Collaborative virtual environments. Communications of the ACM 44(2), 79–85 (2001)
4. Cohen, S.G., Bailey, D.E.: What Makes Teams Work: Group Effectiveness Research from the Shop Floor to the Executive Suite. Journal of Management 23(3), 239–290 (1997)
5. Ducheneaut, N., Moore, R.: The Social Side of Gaming: A Study of Interaction Patterns in A Massively Multiplayer Online Game. In: Proceedings of CSCW 2004, Chicago, IL, November 6-10, 2004, pp. 6–10. ACM Press, New York (2004)