Information systems innovation among organizations
Management Science
Technological frames: making sense of information technology in organizations
ACM Transactions on Information Systems (TOIS) - Special issue on social science perspectives on IS
Social Analyses of Computing: Theoretical Perspectives in Recent Empirical Research
ACM Computing Surveys (CSUR)
An encounter with grounded theory: tackling the practical and philosophical issues
Qualitative research in IS
Choosing Between Competing Design Ideals in Information Systems Development
Information Systems Frontiers
Making virtual environments compelling
Communications of the ACM - A game experience in every application
Communications of the ACM - Information cities
Organizing and the Process of Sensemaking
Organization Science
The dismal economics of virtual worlds
ACM SIGMIS Database
MIS Quarterly
Innovating mindfully with information technology
MIS Quarterly
Getting Real About Virtual Worlds: A Review
International Journal of Virtual Communities and Social Networking
A classification of argument types for product aesthetics
Proceedings of the 9th ACM Conference on Creativity & Cognition
An argumentative approach of conceptual modelling and model validation through theory building
DESRIST'13 Proceedings of the 8th international conference on Design Science at the Intersection of Physical and Virtual Design
IT-driven identity work: Creating a group identity in a digital environment
Information and Organization
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With the rapid pace of technological development, individuals are frequently challenged to make sense of equivocal innovative technology while being given limited information. Virtual worlds are a prime example of such an equivocal innovative technology, and this affords researchers an opportunity to study sensemaking and the construction of perspectives about the organizational value of virtual worlds. This study reports on an analysis of the written assessments of 59 business professionals who spent an extended period of time in Second Life, a popular virtual world, and discursively made sense of the organizational value of virtual worlds. Through a Toulminian analysis of the claims, grounds, and warrants used in the texts they generated, we identify 12 common patterns of sensemaking and indicate that themes of confirmation, open-ended rhetoric, demographics, and control are evident in the different types of claims that were addressed. Further, we assert that the Toulminian approach we employ is a useful methodology for the study of sensemaking and one that is not bound to any particular theoretical perspective.