Marshall Scott Poole

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This article introduces four basic theories that may serve as building blocks for explaining processes of change in organizations: life cycle, teleology, dialectics, and evolution. These four theories represent different sequences of change events that are driven by different conceptual motors and operate at different organizational levels. This article(More)
We conducted two pilot studies to select the appropriate e-commerce website type and contents for the homepage stimuli. The purpose of Pilot Study 1 was to select a website category with which subjects are not familiar, for which they show neither liking nor disliking, but have some interests in browsing. Unfamiliarity with the website was required because(More)
Scholars hold different views about whether organizations consist of things or processes and about variance or process methods for conducting research. By combining these two dimensions, we develop a typology of four approaches for studying organizational change. Although the four approaches may be viewed as opposing or competing views, we see them as being(More)
A cumulative body of experimental research is emerging that examines the ability of computer technology to support the processes and outcomes of small group meetings. For the most part the group decision support system effort has been concerned with demonstrating the usefulness of the technology in planning and decisionmaking situations where the quality of(More)
In e-commerce and mobile commerce, personalization has been recognized as an important approach element in customer relationships and Web strategies. However, there are wide differences in how this concept is defined, characterized, and implemented in the literature. In this article we present a high-level framework for classifying approaches to(More)
We examine the social behaviors of game experts in Everquest II, a popular massive multiplayer online role-playing game (MMO). We rely on exponential random graph models (ERGM) to examine the anonymous privacy-protected social networks of 1,457 players over a five-day period. We find that those who achieve the most in the game send and receive more(More)
Given the pervasiveness of information technology (IT) in human life at multiple levels – from individuals, to teams, organizations, markets, countries, and society – an increasing number of researchers have looked for alternative ways to study technology and organization interactions. One of the main perspectives that have been articulated by several(More)
Computers promise to change collaborative work in profound ways. They are likely to have special impact on processes which require fine judgments, foresight, and handling of large amounts of information, such as decision-making and strategic planning. Several authors (Huber, 1984; Kraemer and King, 1986) have discussed the potential benefits of decision(More)