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Communication in Virtual Teams - notes and summary

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Communication in Virtual Teams - notes and summary

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Communication in Virtual Teams – Summary

Lecture 1
Written in exam block

Lecture 2

Relationships in virtual teams
 Two communication functions in virtual teams:
1. Task-related communication = communication about completion of tasks
- E.g., information sharing, coordination, feedback, evaluation
2. Social communication = building relationships
- E.g., team-building, recognition, appreciation
 Two virtual team outcomes:
1. First-level effects: performance, efficiency, effectiveness
2. Second-level effects: trust, cohesion, commitment, interpersonal relationships
- Second-level effects affect first-level effects
 Affordances of communication technology affect both first and second level effects

Recuded Social Cues
 Reduced social cues = (non)-verbal signals expressed through the
face/body/voice/motion
 People are not good at understanding the non-verbal communications of others
 Common in virtual teams
 People behave like mean people online, because there are reduced social cues

 Compared to FTF, CMC is characterized by:
 Asynchroneity
 Reduction in non-verbal cues
 Absence of these cues affect social interaction:
 Increases anonymity
 Less social communication
 Reduces awareness of self and others (“other people are not real people”)

Social Presence Theory
 Social Presence Theory = how the sense of being with another is influenced by digital
interfaces
 Interpersonal interaction includes multiple cues systems (voice, kinesics (non-verbal
interaction) & proxemics (placing oneself in the environment))
- There is always more than one conversation taking place
 A lack of bandwidth affects social presence:
- Bandwidth = number of communication cue systems that are transmitted
- Social presence = the degree of being present of the other person in the
interaction & of the interpersonal relationship (the warmth & friendliness of the
interaction)
 Text-based communication
- Fit for task-oriented communication

, - Unfit for relational communication (e.g., decision-making, leadership
negotiation)
 How the “sense of being with another” is influenced by digital interfaces in CMC

Social presence in virtual environments
 Disinhibition = doing things you would normally not do (e.g., say things when you’re
drunk)
 Anti-normative behavior (flaming/trolling/bullying)
 Resistance to influence
 Rationality
 Equality
 Self-disclosure

 Keating et al. (2024): Virtual Negative Work Behaviors




 Nitschinsk et al. (2022): Disinhibitive effects of anonymity increase trolling
 Theory:
- A reduction in social cues results in anonymity
- Anonymity leads to disinhibition
- Disinhibition amplifies antisocial behavior
 Results:
- Three conditions: anonymous (not co-present & invisible), identifiable (co-
present and visible), control
- More trolling in anonymous condition
- Instead of anonymity that does not lead to aggression, anonymity leads to
aggression because they care about another and want to take care of each other

,Media Richness Theory (Daft & Lengel, 1986)
 Media Richness Theory = choice/match between task & medium (contingency =
occurence)
 Higher equivocality (ambiguity/emotionality) of communication tasks requires richer
media in order to be efficient
 Richer media versus poorer media
- Multiplicity of cue system (bandwidth)
- Availability of immediate feedback
- Message personalization
- Language variety (formal versus conversational)
 Text-based CMC not efficient for interpersonal, social communication




 Choices for communicative systems are not always based on optimal efficiency
 E.g., sometimes synchronous communication is simply not available
 Hsu et al. (2022): Media Richness in Twitch live streaming




 Theory:
- Study applies media richness theory along with uses and gratifications theory to
predict loyalty to live stream services
 Results:
- Using 295 surveys collected about perception of services
- Perceived media richness and gratifications (e.g., entertainment/sociability) are
antecedents of loyalty, while immediate feedback is the most prominent facet of
perceived media richness

, Media Synchronicity Theory (extend to Media Richness Theory)
 Media Synchronicity Theory = use of media supporting lower synchronicity should result
in better communication performance
 Transmission velocity = the speed with which the medium allows information to be
sent and received; immediate feedback
 Symbol sets = range of symbols a medium can transmit (e.g., text/images) which can
enhance understanding




 Conveyance = process of sharing/processing large amounts of information
 Lots of data requires low-synchronicity media (e.g., e-mail) to have time to analyze
 Convergence = process of achieving shared understanding/agreement/consensus
 Immediate feedback is important and therefore requires high-synchronicity media
(e.g., video conferencing)
 Affordances of CMC/social media affect the communication outcomes
 CMC affordances: controllability, reduced social cues, anonymity
 Social media affordances: visibility, persistence

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Uploaded on
September 2, 2025
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Type
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Alexander schouten & carla roos
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