2. Theoretical Framework
The presence of virtual teams dates back to the 1990s; this somehow demonstrates that team processes can be virtualized. The fact is that during the pandemic, many companies shifted their in-person work structures to remote ones, leading to the formation of virtual teams. Team members are geographically dispersed and use information technologies to overcome spatial and temporal barriers and carry out the activities necessary to achieve the company’s purpose. This change in work structure can directly affect a team’s results, posing the question:
What is the impact of the ease of virtualizing team processes on the results of teams that have migrated from in-person to virtual work?
This study addresses the ease of virtualizing team processes and the impacts of this virtualization on team outcomes. Based on the virtualization theory proposed by Overby [
1,
10], this study highlighted characteristics that can help determine whether a process can be virtualized. The focus is thus on team processes, following the taxonomy proposed by Marks et al. [
6]. Our literature review sought to define the concept of team outcomes, which has two main dimensions: tangible or performance outcomes and affective outcomes [
11,
12].
To analyze the ease of virtualizing each dimension of the team processes construct, the model presented by Overby [
1] is used. As highlighted by Marks et al. [
6], the team process is a multidimensional construct, comprising three dimensions: the transition process, the action process, and the interpersonal process. Therefore, this study evaluates the ease of virtualization across these dimensions.
2.1. Team Processes
Figure 1 presents the model of ease of virtualizing team processes (transition, action, and interpersonal). Note that the sign of the moderating effect (dashed arrows) of virtualization mechanisms on the relationship between team process characteristics and the ease of virtualizing team processes (team processes virtualizability) reversed. This is because the mechanisms of representation and scope help mitigate the adverse effects arising from team process characteristics. Two elements of Overby’s official model [
10] were removed: the identification and control requirement and the monitoring capability virtualization mechanism, as there is no need for identification or control, or for the consequent monitoring of teams, since these members already worked in the in-person model.
Based on the model presented, the first research hypothesis was developed.
Hypothesis 1. The characteristics of team processes impact the team processes virtualizability.
The transition process is related to team planning issues, such as a new project or deliverables throughout the project. According to the literature analyzed, three categories stand out in this process: mission analysis, goal setting, and strategy formulation.
According to Marks et al. [
6], the transition process does not depend exclusively on social interactions. However, within a team, these interactions are crucial, as role assignments and action prioritization are essential to team planning and strategy formulation.
Therefore, participation and interaction among team members are essential, as they are the starting point for understanding what needs to be delivered at the end of a project and how team members organize themselves to achieve it. It is thus essential for a member to be able to speak, hear, and see other team members; this is related to a high sensory requirement. Moreover, the transition process requires a high level of relationship, since team processes generally involve direct interaction between team members, as highlighted by Marks et al. [
6].
This relationship issue is a challenge in virtual teams, as effective interpersonal relationship development is complex [
13,
14]. According to Berry [
15], a shared understanding of the team’s objectives and the necessary activities significantly affects the team’s ability to coordinate and execute them effectively. This is the focus of action processes, which is discussed later in this section. The synchronization requirement is hence considered high, as it requires everyone to be aligned from the beginning of the project and prevents significant delays in the activities comprised in this process.
Finally, hybrid work models and prior contact between team members on past projects and activities can affect the extent to which the identification requirement affects ease of virtualization.
The action process, in turn, refers to the period during which teams execute their activities to achieve a goal. Four dynamics are highlighted in this dimension: communication, participation, coordination, and monitoring of group progress.
According to Curşeu et al. [
16], action processes involve individual contributions that are integrated into the team’s results, and these processes also strongly involve communication, as highlighted by Marks et al. [
6]. Steps are carried out individually, without interaction, once the activities each member must perform have been defined in the previous process. However, the action process also requires interaction among members, as communication among them is vital to orchestrate interdependent actions, monitor the progress of all members toward goals, monitor team resources and environmental conditions, and enable mutual assistance. Therefore, as with transition processes, the characteristics of the action process meet the three high requirements.
Finally, the interpersonal process concerns the management of relationships among team members and is present practically throughout the project lifecycle. Logically, this process requires interaction among members to better manage conflicts, build trust, and increase social integration.
According to Maruping and Agarwal [
17], conflict management should be handled synchronously to address team members’ concerns promptly. The authors also emphasize the importance of synchronicity for building trust and motivation, as well as for emotional management. A point highlighted by Marks et al. [
6] is that communication is a fundamental element of interpersonal processes, highlighting its relevance for motivation by the communication of positive beliefs about the team, making relationship also an important element in this research model. The sensory requirement relates to the two elements of communication: vision and hearing. According to Hinds and Bailey [
18], technology cannot provide adequate social and contextual information to match the richness of face-to-face communication, which can hinder the amenability of team processes to virtualization. To assess the impact of each characteristic of team processes (sensory, relationship, and synchronization) on the virtualization of team processes, the following three subcategories of the first hypothesis are:
Hypothesis 1a. Sensory requirements negatively impact the team processes virtualizability.
Hypothesis 1b. Relationship requirements negatively impact the team processes virtualizability.
Hypothesis 1c. Synchronization requirements negatively impact the team processes virtualizability.
As highlighted in the literature review, virtualization mechanisms using information technology tend to mitigate the adverse effects highlighted in the first research hypotheses. Based on this information, the second research hypothesis was created:
Hypothesis 2. Virtualization mechanisms enabled by information technology contribute to reducing the adverse effects of team process characteristics.
Note that the characteristics of the virtualization mechanism have great potential to mitigate the impacts of process characteristics on the ease of virtualizing the transition process. In the case of representation and reach virtualization mechanisms, information and communication technologies can be stated to enable specific sensory requirements, such as sight and sound, which allow team members to communicate with each other and, if necessary, visualize themselves to carry out the activities of this process. These requirements enable team members to interact at any time during the work period, reducing delays in the activities that need to be performed. Regarding the characteristics of the virtualization mechanisms in the action process, a similarity is noted with what was presented about the transition process, since the nature of these processes is essentially the same and requires interaction between team members. At this point, information technologies have the potential to meet the demands of this process. This also applies to the interpersonal process, whereby representation and reach moderate the relationships among requirements (sensory, relationship, and synchronization) and ease of virtualization.
The subcategories of the second hypothesis are:
Hypothesis 2a. Representation contributes to reducing the negative impacts of the sensory requirement on the team processes virtualizability.
Hypothesis 2b. Representation reduces the negative impacts of the relationship requirement on team processes virtualizability.
Hypothesis 2c. Reach contributes to reducing the negative impacts of the relationship requirement on the team processes virtualizability.
Hypothesis 2d. Reach contributes to reducing the impacts of the synchronization requirement on the team processes virtualizability.
5. Discussion
In this study, the central research question was: What is the impact of the ease of virtualizing team processes on the outcomes of teams that have migrated from in-person to virtual work? The main objective of this research was to present a model that enables us to evaluate the relationships among the constructs.
The results presented suggest that the sensory requirements of team processes negatively affect the ease of virtualization. This indicates that there are still needs that ultimately require in-person interaction, such as engaging team members and providing and collecting immediate feedback.
For the relationship and synchronicity requirements, no statistical evidence was found of their impact on the ease of virtualizing team processes. The possible causes of this result are: (1) there was a change in people’s behavior, perception, and values due to the experience of social distancing during the pandemic; (2) the technological evolution of remote support and accelerated team support due to the pandemic; (3) The study participants were likely already working in person before the pandemic, meaning they already knew each other and had a working relationship, which may have reduced the impacts of social distancing on relationships and synchronization.
Regarding the moderating effects of representation and reach mechanisms, no statistical evidence was found. However, it was found that representation and reach virtualization mechanisms have a positive impact on the ease of virtualizing team processes.
This non-modulating result has different causes. The scales for Representation and Reach did not include moderation factors from these two constructs.
The second possible reason is that the moderation effects were not detected because the sample size is slightly below that suggested by G*Power.
Lastly, the third possible cause is that COVID-19 became a Representation (visibility of information, clarity of communication) and reach (ability to connect across distance), ordinary elements rather than conditional supports.
Therefore, these concepts (reach and representation) were not moderators; they do, however, have a direct impact on the ease of virtualizing team processes. It is worth noting that the model proposed by Overby [
10] also suggests a positive effect of these team-process virtualization mechanisms. This may reinforce the idea that these mechanisms should be considered more as predictors than as moderators of the ease of virtualizing team processes. Perhaps contributing to this result is the advancement of technologies that enable better real-time communication, online collaboration, and more effective management of virtual teams. This may have helped mitigate the expected negative effects due to the requirements necessary for team processes to occur.
These elements reinforce the acceptance of technologies that enable team processes in a virtual environment, reducing the barriers imposed by these processes requirements.
Thus, virtualization mechanisms, such as videoconferencing platforms, online collaboration tools, and virtual work environments, show to have significantly improved the ease with which team processes can be virtualized.
The theoretical model developed to measure virtual team performance combined multiple perspectives. Thus, the study focused on performance from both tangible and affective perspectives. In this case, the hypothesis that the virtualization of team processes positively affects tangible outcomes was confirmed. However, the opposite effect was obtained for affective outcomes. In other words, the virtualization of team processes also has a positive effect on affective outcomes, whereas the literature expected an adverse impact.
The theoretical assumption was based on previous studies of virtual teams [
1,
10], when technology was less immersive. In the pandemic/post-pandemic context, digital maturity shifted virtualization from a barrier to an enabler of practical outcomes. If so, the crisis context acted as a social and cultural turning point. Instead of weakening affective outcomes, virtualization was associated with shared achievement and adaptability.
Many teams may have developed digital fluency and comfort with remote collaboration technologies. This evolution enabled teams to leverage communication platforms, video conferencing, and collaborative tools, effectively sustaining affective ties despite physical distance.
The affective outcome has a more subjective component, and thus, greater variation is observed in the effects of virtualizing team processes. The results indicate a positive impact, suggesting that even with the virtualization of team processes, teams maintained or even improved their cohesion and are satisfied with the outcomes in the virtual environment and with interactions among team members. The fact that part of the study population already worked together in person and went virtual during the pandemic may have contributed to this effective outcome not being impacted, as identified in the literature review. There is an opportunity to conduct further research to determine whether there is any difference in the results between teams in which members did not know each other before the team was formed and teams in which members already knew each other before working in a virtual model.
Despite the evidence of this positive effect, let us emphasize that further studies are needed to identify strategies to strengthen team cohesion and ensure instrumental social satisfaction. Dinh et al. [
25] highlight the role of leadership in building team trust in a virtual environment, a factor that could be studied in future research.
The results presented reinforce what was highlighted by Workman [
19] and Horwitz and Horwitz [
20], who found that as face-to-face contact decreased and mediation through information and communication technologies increased, the number and quality of ideas increased with focus on the task, improving the tangible results of teams. However, regarding the impacts on affective outcomes, the results offered a different view from that of these authors, namely that cohesion would decrease with the virtualization of team processes. This is because, according to Thompson and Coovert [
13] and Van Der Kjeil et al. [
14], virtual teams may have difficulty developing effective interpersonal relationships, which can affect outcomes.
6. Conclusions
The global COVID-19 pandemic has created social barriers, posing significant challenges for many organizations. This has highlighted the importance and feasibility of virtualizing team processes. During that period, many companies implemented a virtual work model, which somehow contributed to the rapid evolution and acceptance of these practices in team processes. According to Gilson, O’Neill, and Costa [
26], virtual teams are here to stay, and many teams that became virtual due to the pandemic will likely maintain some degree of virtualization post-pandemic.
In this scenario, the role of information technology is noteworthy, enabling the challenges posed by the team process requirements outlined in this study to be overcome, thereby improving the ease of virtualizing team processes.
As highlighted, the ease of virtualizing team processes is a key factor in understanding its impact on the results of a work team that used to work face-to-face before the pandemic and then transitioned to virtual work.
This study contributed to broadening our understanding of the virtualization of team processes after the COVID-19 pandemic and its implications for the performance of teams that were virtualized during this period.
From an academic perspective, this study contributes to the theory of process virtualization by focusing on team processes and fostering reflection on the impacts of the ease of virtualizing team processes on team performance. The results suggest a contrary effect on the affective outcome of the literature review. As highlighted, the fact that teams already existed before the pandemic may be a contributing factor.
The results also suggest that Overby’s model [
10] may understate the role of virtualization mechanisms. Rather than functioning only as moderators, Representation and Reach can exert independent, positive effects on virtualizability. If so, it highlights the need to reconceptualize these mechanisms.
Virtualization was considered a static trait of team processes. This choice aimed to facilitate measurement through surveys but constrains the understanding of virtualization as a dynamic process. Although the construct was viewed as a fixed property, it reflects perceptions of an ongoing process and acts as an indirect indicator of virtualization dynamics, since the goal is not to track its changes over time but to assess its impact on team outcomes. Longitudinal studies would be more suitable to capture the process’s dynamics.
A limitation of this research is that a significant number of respondents work in a hybrid model. Although hybrid teams are a modern organizational practice, their dominance limits the applicability of the results to fully remote teams. Therefore, it might be interesting to analyze individuals who work in a 100% remote model and those who work in a hybrid model to understand the differences between the two modalities. The team hybrid operating model may have contributed to the failure to confirm some research hypotheses. Given that teams operating in this model can meet in person, the need for interpersonal relationships and task execution synchronicity is minimized, which may also help prevent negative impacts on emotional outcomes.
Future research could include studies on teams formed entirely remotely, that is, teams composed of people who had never met in person. This would allow us to offer a new perspective for comparing the results of teams that previously worked in person and then became entirely remote. Furthermore, a comparison could be made between entirely remote and hybrid teams to identify potential differences in results stemming from their different work models. Another aspect to be evaluated is bringing the perspective not from the point of view of the individual on whom this research is proposed to be conducted, that is, from the point of view of each survey participant, but bringing a view from the perspective of the team and even the management of the companies.