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作者(中文):傅卡洛
作者(外文):Funez Escalante, Carlos Alberto
論文名稱(中文):領導之聯盟
論文名稱(外文):League of Leaders
指導教授(中文):謝英哲
指導教授(外文):Hsieh, Ying-Che
口試委員(中文):翁晶晶
林士平
謝英哲
口試委員(外文):Weng, Jingjing
Lim, Sirirat Sae
Hsieh, Ying-Che
學位類別:碩士
校院名稱:國立清華大學
系所名稱:國際專業管理碩士班
學號:104077433
出版年(民國):106
畢業學年度:105
語文別:英文
論文頁數:37
中文關鍵詞:領導力展現電子競技英雄聯盟能力溝通
外文關鍵詞:Leadership EmergenceeSportsLeague of LegendsCompetenceCommunication
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Abstract

From the types of leaders to the behaviors associated with leadership, there is a constant debate on what exactly influences leadership emergence and which type of leadership seems to be more effective in a group. Currently, there has been very few studies that take these theories and apply them in the already well-established industry of video games. For this particular study, some theories of organizational behavior will be applied into the team-based 5 versus 5 Multiplayer Online Battle Arena (MOBA) game: League of Legends (Summoner’s Rift).

Using Taiwan as the population for sampling, most of the people who play the game fall into Silver and Gold ranks. Two different groups were assigned. A group that can communicate verbally and a group that could not. By doing so, we can contrast any type of behavior in leadership and its emergence as well as the teams’ performance depending on the type of communication.

As observed by the results of the study, though the type of communication can affect the flow of information among the members, it is not a determinant on whether or not the presence of a leader will emerge. On all occasions the person perceived to be as most competent emerged as a leader at some point in time during a match. During the matches, all teams that perceived leadership had more than 1 leader emerge and strategies changed. The teams that had leaders all performed better than the opposing teams on most aspects.

Keywords: Leadership Emergence, Competence, Communication, eSports, League of Legends
Table of Contents
1 Introduction 4
1.1 Research Background 4
1.2 Aim of Study 5
2 Literature Review 6
2.1 Leadership structure in groups 7
2.2 Game Introduction 9
2.2.1 Background 9
2.2.2 Roles, Matchmaking, and Strategies 10
2.2.3 Match Stages 13
2.2.3.1 Early Game 14
2.2.3.2 Mid Game 15
2.2.3.3 Late Game 17
2.3 Hypothesis Formulation 17
3 Methodology 21
4 Results 22
4.1 Match 1 30
4.2 Match 2 32
4.3 Competence 34
5 Discussion 35
6 Conclusion 36
References 37

References

Chan, D. (1998). Functional Relations Among Constructs in the Same Content Domain at Different Levels of Analysis: A Typology of Composition Models. Journal of Applied Psychology, 234-246.

Colquitt, J. A., Scott, B. A., & LePine, J. A. (2007). Trust, Trustworthiness, and Trust Propensity: A Meta-Analytic Test of Their Unique Relationships With Risk Taking and Job Performance. Journal of Applied Psychology, 909 –927.

DeRue, D. S., & Ashford, S. J. (2010). Who Will Lead and Who Will Follow: A Social Process of Leadership Identity Construction in Organizations. The Academy of Management Review, 627-647.

DeRue, D. S., Nahrgang, J. D., & Ashford, S. J. (2015). Interpersonal Perceptions and the Emergence of Leadership Structure in Groups: A Network Perspective. Organization Science, 1192-1207.

Donaldson, S. (2015). Mechanics and Metagame: Exploring Binary Expertise in League of Legends. Games and Culture, 1-19.

Fiske, S. T., Cuddy, A., & Glick, P. (2007). Universal Dimensions of Social Cognition: Warmth and Competence. Trends In Cognitive Sciences, 77-82.

Lord, R. G., Foti, R. J., & De Vader, C. L. (1984). A Test of Leadership Categorization Theory: Internal Structure, Information Processing, and Leadership Perceptions. Organizational Behavior and Human Performance, 343-378.

Mayer, R. C., & Davis, J. H. (1999). The effect of the performance appraisal system on trust for management: A field quasi-experiment. Journal of Applied Psychology, 123-136.

 
 
 
 
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