Individual and professional development in the digital age

Author:

Koles Bernadett,Nagy Peter

Abstract

Purpose – The current paper aims to embrace an interdisciplinary approach to illustrate some of the ways in which virtual worlds expanded upon the individual, social and professional options of employees in organizational settings. Design/methodology/approach – Through an extensive literature review, the paper compiles the latest and most fundamental research capturing relevant concepts from the fields of psychology, pedagogy, management and human-computer interaction. Findings – The current conceptual model incorporates individual- and group-level outcomes associated with virtual world participation, along three primary dimensions, namely self-reference, role experimentation and social capital, accounting for potential variation based on the extent of organizational engagement. Practical implications – The three proposed dimensions elaborated in the current model, including reflexivity/transference, role playing/role identification, and group collaboration/virtual teams, enable organizations to understand the likely outcomes of their virtual presence from the perspective of their structural and social attributes. Originality/value – The proposed conceptual model offers a theoretical base for academics and practitioners to expand upon and develop concrete practical examples and cases.

Publisher

Emerald

Subject

General Business, Management and Accounting

Reference134 articles.

1. Adams, A. , Astruc, L. , Garrido, C. and Sweeney, B. (2011), “Situated learning in virtual worlds and identity reformation”, in Peachey, A. and Childs, M. (Eds), Reinventing Ourselves: Contemporary Concepts of Identity in Virtual World, Springer, London, pp. 275-299.

2. Allen, P.D. and Demchak, C.C. (2011), “Applied virtual environments: applications of virtual environments to government, military and business organizations”, Journal of Virtual Worlds Research, Vol. 4 No. 1, available at: http://journals.tdl.org/jvwr/article/view/3553/5546 (accessed 12 June 2012).

3. Aupers, S. (2007), “Middle earth in cyberspace: on the reality and meaning of online computer games”, Fabula, Vol. 48 Nos 3/4, pp. 1-20.

4. Bardzel, S. and Odom, W. (2008), “The experience of embodied space in virtual worlds: an ethnography of a second life community”, Space and Culture, Vol. 11 No. 3, pp. 239-259.

5. Barnes, S.J. and Pressey, A.D. (2011), “Who needs cyberspace? Examining drivers of needs in Second Life”, Internet Research, Vol. 21 No. 3, pp. 236-254.

Cited by 6 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Why Games?;International Journal of Game-Based Learning;2022-01

2. What do they think and why it matters? Views of administrators and faculty on the use of Massively Multiplayer Online Games for Learning;Computers and Education Open;2021-12

3. Sociedade sensoriada: a sociedade da transformação digital;Estudos Avançados;2019-01

4. State Organisation for Institutional and Systemic Perspective;Public Management;2016

5. Participating in project management experiences in the workplace;Proceedings of the 33rd Annual International Conference on the Design of Communication;2015-07-16

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3