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Wolfe 1989
Wolfe 1989
PERFORMANCE
A Business Game-Based Study
JOSEPH WOLFE
DONALD D. BOWEN
C. RICHARD ROBERTS
University of Tulsa, Oklahoma, USA
388
ment and challenges that the team will face when it returns to its
regular job.&dquo;
The following year Deep et al. (1967) presented results from a
similarly designed study. The performance of a set of intact teams
trained via a &dquo;quasi-T&dquo; group experience was compared to the perfor-
mance of a set of randomly assigned teams that had also undergone
the same group training experience. The groups were referred to as
quasi-T groups because they were leaderless, and the training sessions
were conducted within an extensive, 15-week format rather than in the
more usual intensive one- or two-week time frame. Although the intact
teams expressed higher levels of familiarity, mutual admiration, and
ease of contact, their superior cohesion was negatively related to
economic performance as measured by profits, stock prices, and
planning costs in the very complex Carnegie Tech Management Game
(Cohen et al., 1964). The authors concluded that a T-group experience
may hinder rather than help the generation of superior business-type
decisions and that trained teams are reluctant to initiate and enforce
the interpersonal controls that are necessary for high economic
performance.
The last study in this group, by Hand et al. (1975), tested the
effectiveness of the Data Survey and Feedback method as an organi-
zation development strategy. A large number of undergraduate busi-
ness students (n = 216) were randomly assigned to six-member firms
for 75 percent course credit within INTOP (Thorelli and Graves,
1964), a relatively complex multinational simulation. The change
agents or interventionists were doctoral students enrolled in an ad-
vanced organization development course where their role was to
implement the Data Survey and Feedback method. The overall OD
treatment was designed to facilitate information processing and inter-
personal communications with a focus on efficient and effective
decision making. As in the Deep et al. study, the treated groups
realized the interpersonal benefits of team building while failing to
accomplish superior eco nomic results. The conditioned groups exhib-
ited higher levels of self-esteem, self-realization, and social well-
being, while failing to obtain superior economic results in the form of
cohesion; (3) cohesion can develop over time; and (4) either previous
or concurrent OD interventions are dysfunctional, although partici-
pants feel good about themselves despite their relatively poor perfor-
mances. When taken in total this literature leads to a set of conclusions
that are damaging to those advocating team building interventions.
The study by Deep et al. is particularly damaging because of the
presentation of its negative results in the influential volumes by
Campbell et al. (1970) and Eddy (1985).
It is possible, however, that such damaging conclusions should not
be drawn, as each of the laboratory-type studies just cited compro-
mised the ideal team-building intervention to some degree. The Hand
et al. (1975) study employed six doctoral students as interventionists
whose skills and experience with the particulars of the Data Survey
and Feedback technique, as well as with OD in general, can be suspect.
In addition, the doctoral students may have been unbelievable or
unacceptable resources to the 17 junior-level teams that were invol-
untarily subjected to their ministrations. For both the McKenney and
Dill (1966), and Deep et al. (1967) studies it was merely presumed
that prior association would bring about the levels of team cohesion
considered necessary for firm success. No pregame cohesion mea-
sures were taken, nor were any other measures taken of other attributes
associated with highly cohesive work teams. It is possible that these
qualities did not exist given the general human relations training
applied to the McKenney and Dill subjects, and the extensive, leader-
less nature of the quasi-T group experience delivered to the Deep et al.
subjects.
The study presented here employed a practiced interventionist who
implemented a team development effort within an intensive format.
The effort was based on Beer’s (1976) interpersonal model operating
under the assumption that interpersonally competent people function
better as a team, especially after they have been trained as a team.
Team development in this application consisted of opening commu-
nications by increasing mutual trust, interpersonal cooperation, and
group cohesiveness, which in turn was expected to result in more
effective decision making, less management conflict, and more cre-
ative and efficient problem-solving sessions.
HYPOTHESES
METHODOLOGY
A total of 32
end-program MBA candidates in a business policy
course were randomly assigned to eight four-member management
teams at the beginning of the fourth week of classes. The teams
engaged in complex and interactive decision making for 10 business
quarters in an enhanced version of The Business Management Labo-
ratory (Jensen and Cherrington, 1984) for 55.0% grade credit. The
simulation allowed up to 68 decisions per round and is a relatively
complex game (Keys, 1987; Wolfe, 1978a) although not as complex
as the game used by Deep et al. (1967). Teams in The Carnegie Tech
Management Game can make over 200 decisions per round, although
in practice 60 to 90 decisions are usually submitted.
Through random selection, four teams were chosen for the team-
building experience. These teams were exposed to the program out-
lined in Table 1 in an intensive weekend retreat atmosphere at the
beginning of the fifth week of classes and two weeks before the
simulation began. All sessions were conducted by the second author.
The entire program lasted 20 hours, which was the arbitrary cutoff
TABLE 1
Team-Building Program and Schedule
TABLE 2
Scale Characteristics and Reliabilities: Prestudy Data
(N =
30)
the team, amount of perceived learning derived from the group expe-
rience, and the amount of self-disclosure provided were developed
specifically for this study. Satisfaction with the team was measured by
three items, such as, &dquo;How satisfied do you feel about the performance
of your group in recent weeks?&dquo; using five-point Likert scales. Per-
ceived learning was measured via six items, such as, &dquo;This team has
been a source of personal learning and growth for me,&dquo; whereas
self-disclosure employed five items, including, &dquo;There is a high level
of openness and sharing between members of my team.&dquo; The reliabili-
ties and other characteristics for all four scales are presented in Table 2.
As expected with groups formed to learn from each other, fairly high
intercorrelation levels existed between the variables.
Measurements were taken (Form a) when the teams were first
created to establish their initial condition and to assure that all groups
were identical and randomly composed, after the team-building expe-
rience had been completed (Form b), and after the first (Form c) and
second (Form d) year of company operations. In Campbell and Stanley
(1966) terms, the study used a controlled Pretest-Posttest multiple
time-series design with random assignment as follows:
Rt Oa X Ob Oc Od
Rc Oa Oc Od
TABLE 3
Seashore Cohesion Index Scores by Treatment Group
RESULTS
TABLE 4
Mean Cumulative Earnings by
Treated Versus Untreated Groups
ported throughout the simulation’s run. All groups were equally cohe-
sive before the simulation began as demonstrated in the pretest mea-
sure. Although not displayed, Form b found the conditioned group’s
weekend training sessions were effective as their mean cohesion score
moved from 3.84 to 4.84. Thereafter, the conditioned teams were
always more cohesive although both groups became more cohesive
throughout the simulation.
H2 stated that conditioned teams would outperform unconditioned
teams. This hypothesis was tested with an analysis of variance in
cumulative earnings over all decision rounds. Table 4 shows that the
effect of conditioning on team performance was initially significant
but that the effect lessened as the simulation progressed into its second
year of play. At the end of the first year of play, the average treated
team had earned approximately $157,870, and its untreated counter-
part had earned $82,890. During the second year, the untreated teams
TABLE 5
Cross-Tabulation of
Performance Estimates by Treatment Group
year. Thus this hypothesis is supported only for the second year of
play.
Hypotheses 4-6 tested for elements supportive of group self-learning,
teamwork, and nondefensive communications. It was found the team-
building experience did not produce higher levels of expressed self-
learning or greater personal satisfaction with the team experience. H5
regarding the expression of higher levels of self-disclosure, however,
was supported. Table 6 shows no differences between the
groups at
the pretest stage as expected, but that significant differences appeared
at the end of both the first and second years of play. These differences
also appeared to be diverging while the variability of attitudes within
groups remained the same throughout.
DISCUSSION
Although it has been found that the treated teams that had under-
gone the team-building experience outperformed the untreated teams
only during the early stages of the simulation, their early lead was an
enduring one. A question still remains, however, regarding the rela-
tionship between a team’s cohesion and its performance regardless of
its initial degree of cohesion. A regression of cumulative earnings on
TABLE 6
Self-Disclosure Scores by Treatment Group
TABLE 7
Cross-Tabulation of Actual versus Estimated Ranked
Performance by Treatment Group by Year
p = 0.0000.
CONCLUSION
This study found that team building created initially more cohesive
teams that obtained superior economic performance during the early
stages of an industrial simulation. Their superiority was later chal-
lenged, but not surpassed, as several of the industry’s untreated firms
became more cohesive over their natural life course. Research should
be conducted into the goal-setting and norm development processes
operating in task-accomplishing and goal-attaining decision-making
situations. Additional research should also be conducted to determine
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