Organizational researchers have long been interested in studying bottom-up multilevel processes where lower level units (e.g., employees) in organizations interact to jointly create characteristics of higher level units (e.g., work groups). This article contributes to the literature on bottom-up processes by detailing a statistical approach-the consensus emergence model (CEM)-that allows researchers to study emergence of shared perceptions and feelings or climates in groups over time. The described methodological approach extends standard multilevel methodology by examining residual variances within a growth model to account for dynamic change in group consensus. The CEM provides a formal test for consensus emergence. The approach also allows researchers to test explanatory models of consensus emergence by including personlevel, group-level, and observation-level predictors. We illustrate the CEM by applying the method to data from two longitudinal studies of work units. The first study investigated job satisfaction in military companies. Our second study examined professional archeologists working in groups on a field excavation mission and focused on fatigue at the end of the work day. Our analyses demonstrate the CEM's ability to detect and study emergence, and suggest that the CEM may be a valuable tool to help extend the study of emergence in organizational research.
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Summary. This re-evaluation of existing data on board games from the Near Eastern Bronze Age demonstrates their function as social lubricants in crosscultural interaction. Board games are situated theoretically as liminoid practices, which lie outside the bounds of normative social behaviour and allow for interaction across social boundaries. Utilizing double-sided game boards, with an indigenous game on one side and a newly introduced game on the other, the games of senet, mehen and twenty squares provide evidence for social interactions. Cypriots had adopted Egyptian mehen and senet by the third millennium BC, and indigenized the games. This lies in contrast to the game of twenty squares, which had a particular role among elites in the Late Bronze Age interaction sphere. This anthropological discussion of evidence relating to gaming seeks to inspire further research on the role of board games in society.
BOARD GAMES IN ARCHAEOLOGYThe study of board games in the archaeological record has traditionally focused on identifying origins of certain games
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