A foundation for the study of group decision support systems
Management Science
The user-centered iterative design of collaborative writing software
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
The use of information technology to enhance management school education: a theoretical view
MIS Quarterly - Special issue on IS curricula and pedagogy
Fragmented interaction: establishing mutual orientation in virtual environments
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Meeting others—supporting situation awareness on the WWW
Decision Support Systems - Decision-making and E-commerce systems
A Descriptive Framework of Workspace Awareness for Real-Time Groupware
Computer Supported Cooperative Work
Communication and Trust in Global Virtual Teams
Organization Science
Knowledge and Organization: A Social-Practice Perspective
Organization Science
A Comparative Study of Distributed Learning Environments on Learning Outcomes
Information Systems Research
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
KnowledgeScope: managing knowledge in context
Decision Support Systems
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
A Theoretical Integration of User Satisfaction and Technology Acceptance
Information Systems Research
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Flow in games (and everything else)
Communications of the ACM
Reconceptualizing System Usage: An Approach and Empirical Test
Information Systems Research
Identifying Situated Cognition in Organizations
Organization Science
Transactive Memory Systems, Learning, and Learning Transfer
Organization Science
Analyzing place metaphors in 3D educational collaborative virtual environments
Computers in Human Behavior
A critical look at partial least squares modeling
MIS Quarterly
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Past research suggests that ''situatedness'', i.e. the context, as well as the social interaction that occurs within it, play an important role in cognitive processes such as learning and decision-making. Thus far, IT tools have been limited in the level and type of situatedness they facilitate. The advent of virtual worlds has changed this. Virtual worlds provide open, three-dimensional platforms for creating and designing real life-like spaces; they also allow for interaction between users in the form of ''avatars'' in that space. This research study focuses on virtual worlds as platforms for learning and decision-making. We propose a model that explains how individuals in a group learn and make decisions through a process that is influenced by the two unique characteristics of virtual worlds that enable situatedness: the facilitation for designing real life-like spaces, and the facilitation of rich many-to-many interactions. We draw on theories of situated cognition, social cognition, and flow to explicate the influence of these characteristics on the process of learning and decision-making. Data was collected by means of a quasi-experiment in Second Life (SL). Results from this study extend and validate the predictions of situated theories of decision-making within the context of a virtual world environment and suggest guidelines for practitioners who wish to use such environments to support organizational learning and decision-making. Perhaps the most compelling of these is to focus on maximizing the immersion of the individual in the activity by stimulating his or her perceptions of others and activity-related cues in the environment.