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Identifying a Typology of Players Based on Longitudinal Game Data., , , , and . Predicting Real World Behaviors from Virtual World Data @ SocialCom, page 103-115. Springer, (2013)GTPA: A Generative Model For Online Mentor-Apprentice Networks., , , , , and . AAAI, page 1294-1299. AAAI Press, (2010)Evaluating the effectiveness of communication media on remote collaboration., , , , and . VECIMS, page 130-135. IEEE, (2010)SocialMapExplorer: visualizing social networks of massively multiplayer online games in temporal-geographic space., , , , , and . XSEDE, page 18:1-18:6. ACM, (2013)Infrastructure for telework: electronic communication at Texaco., , , and . SIGCPR, page 94-102. ACM, (1996)Building a Facilitated Design Collaboration Environment., , and . AMCIS, page 6. Association for Information Systems, (2005)A Dynamic Social Network Experiment with Multi-team Systems., , , and . BDCloud, page 587-593. IEEE Computer Society, (2014)Critical success factors for context-aware mobile communication systems., , and . Int. J. Mob. Commun., 7 (3): 290-307 (2009)Do conflict management styles affect group decision making? Evidence from a longitudinal field study, and . Human Communication Research, 26 (4): 558-590 (2000)http://hcr.oupjournals.org/cgi/reprint/26/4/558.pdf, Letzter Zugriff: 12.12.2004.Using a GDSS to Facilitate Group Consensus: some Intended and Unimtended Consequences., , and . ICIS, page 1. Association for Information Systems, (1987)