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A Management Model for Effective Team Communication in Business Simulation Games

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10711))

Abstract

The scientific aim of this research is to define how to manage communication effectiveness in teamwork in highly complex and dynamic problem-solving settings. Existing studies on communication processes and teamwork effectiveness are quite numerous but do not offer any coherent results nor precise conclusions regarding communicative effectiveness in teams for business games contexts. This stems not only from the variety of scientific fields examining this matter but also from the differences in paradigms and methods employed. Also important is the fact that the relationship between group processes and teamwork effectiveness derives from highly complex and multileveled phenomena and processes. Thus, there is a need to embrace a dynamic, process-oriented approach. Previous research in this field is based on static diagnosis, meaning: on observation or diagnosis of states at different time-points and comparison between the two. There is very little research on teamwork effectiveness focusing on tracking (1) the “waving” of communication processes in time and (2) the adaptive dynamics in the teamwork course. This research was aimed at testing a method that would make it possible to develop such an approach, and it resulted in the emergence of a behavioral pattern in the examined teams. Based on that, the authors elaborate a management model for an effective communication management process at the team level.

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Notes

  1. 1.

    E.g. The one provided by Katzenbach and Smith: “a team is a small group of people that complement each other, are engaged in accomplishing shared goal, present similar approaches towards work and hold themselves responsible for the outcomes of their own work” (Bitkowska 2009).

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Correspondence to Anna Palyga .

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Palyga, A., Wardaszko, M. (2018). A Management Model for Effective Team Communication in Business Simulation Games. In: Naweed, A., Wardaszko, M., Leigh, E., Meijer, S. (eds) Intersections in Simulation and Gaming. ISAGA SimTecT 2016 2016. Lecture Notes in Computer Science(), vol 10711. Springer, Cham. https://doi.org/10.1007/978-3-319-78795-4_4

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  • DOI: https://doi.org/10.1007/978-3-319-78795-4_4

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