Article ID | Journal | Published Year | Pages | File Type |
---|---|---|---|---|
350502 | Computers in Human Behavior | 2014 | 7 Pages |
•We empirically test the “mapping” between virtual worlds with offline world.•We examine how technology mediated communications have transformed leadership.•18,000 players’ survey responses and partially matched server data were combined.•Virtual relationship-oriented behavior is linked to organizational leadership.•Virtual task-oriented behavior is linked to leadership in voluntary organizations.
In what ways do the online behaviors of wizards and ogres map to players’ actual leadership status in the offline world? What can we learn from players’ experience in Massively Multiplayer Online games (MMOGs) to advance our understanding of leadership, especially leadership in online settings (E-leadership)? As part of a larger agenda in the emerging field of empirically testing the “mapping” between the online and offline worlds, this study aims to tackle a central issue in the E-leadership literature: how have technology and technology mediated communications transformed leadership-diagnostic traits and behaviors? To answer this question, we surveyed over 18,000 players of a popular MMOG and also collected behavioral data of a subset of survey respondents over a four-month period. Motivated by leadership theories, we examined the connection between respondents’ offline leadership status and their in-game relationship-oriented and task-related-behaviors. Our results indicate that individuals’ relationship-oriented behaviors in the virtual world are particularly relevant to players’ leadership status in voluntary organizations, while their task-oriented behaviors are marginally linked to offline leadership status in voluntary organizations, but not in companies.