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If you compare today's "enterprise groupware" with the group coordination found in online games and social software outside the workplace (weblogs, instant messaging, wikis, etc.) there's no comparison, either in ease of use or in the ability of these so-called "extracurricular" software programs to help groups coordinate and cohere, not to mention the emotional investment of the individuals in these activities. The disparity is not because one is "work" and the other is "play," but rather, because online games and other social software has co-evolved with real human behavior, as opposed to
management-think about sanctioned cubicle behavior. And in fact, the most productive groups in networked organizations are often the ones who pull this "unofficial" technology in from the edges. So, what are the salient design characteristics of online games and other social computing applications, and what are their implications in a professional context? How can organizations apply these lessons to leverage their human capital? And what would networked project space look like if they did?
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