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作者(中文):張宜軒
作者(外文):Chang, Yi Hsuan
論文名稱(中文):虛擬團隊信任感建立-以 MMORPG 遊戲為例
論文名稱(外文):Virtual Team Trust Building: A Case Study in MMORPG Game
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
口試委員(外文):Weng, Jing Jing
Lim, Sirirat Sae
學位類別:碩士
校院名稱:國立清華大學
系所名稱:科技管理研究所
學號:102073510
出版年(民國):104
畢業學年度:103
語文別:英文
論文頁數:42
中文關鍵詞:虛擬團隊信任感線上遊戲公會管理
外文關鍵詞:Virtual teamTrustMMORPGsGuild management
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從1990年中期以來,網路的發展便持續的在改變我們的世界。網路改變了我們工作的方式、收集資訊的方式、人們社交的方式⋯等等。在真實商業社會中,虛擬團隊的概念開始萌生,並大量的被大型跨國企業所應用。另一方面在遊戲世界,線上遊戲被發明,並迅速地席捲全球成為許多玩家最喜愛的休閒活動。透過虛擬平台合作並解決問題的模式,同時出現在商業社會和遊戲世界裡,隨著科技和技術的進步,虛擬團隊的合作模式更是不斷的變化且與時俱進。
本研究之主要目標鎖定在探討並解決虛擬團隊中的信任問題。虛擬團隊和傳統團隊合作最大的不同在於,虛擬團隊並非直接面對面的溝通方式,因此團隊中的成員們能否完全的信任彼此便成為一個熱門的研究議題。本研究透過訪談和直接觀察MMORPG線上遊戲中公會的運作和合作模式,整理並歸納出信任在虛擬團隊中建立的方式和因子,並設計出一套初步的虛擬團隊信任感建立步驟,在未來可被應用於商業社會和遊戲世界。
Since the mid 1990s, Internet has continuing changing people’s life. The way we work, the way we gather information, the way we social, and so on. In business area, the idea of virtual team emerges and has been implement in to a lot of global companies. In video game area, MMORPG games has been invented and has became players’ favorite leisure activity. The idea of cooperating in a virtual workplace has influenced and changed both business world and game world, and it continues to transform as the technology developed.

This study targets to solve the trusting issue in virtual team. Since virtual team is not a traditional face-to-face working environment, the issue of trusting was concerned both business world and academic field. Through case study into the MMORPG world, this research has build a framework that points out the trust forming element in virtual team, and developed a virtual team trust building process, that might help virtual team starters.
Contents
1 Introduction 1
1.1 Research background 1
1.2 Research Objectives 3
1.3 Research Approach 4
1.4 Research Structure 4
2 Literature Review 6
2.1 Virtual team 6
2.2 Trust in virtual team 7
2.3 MMORPG games 9
2.4 Summary 10
3 Research Methodology 11
3.1 Research Objective 11
3.2 Theoretical Foundation 12
3.3 Research Method 14
3.4 Research Process 16
3.5 Data Gathering 16
3.6 Data Information 19
4 Discussion 20
4.1 Management of the Guild 20
4.2 Daily Management 21
4.3 Quest Management 26
4.4 Summary 31
5 Conclusion 33
5.1 A framework of trust building in virtual team 33
5.1.1 Progressive Accumulation 34
5.1.2 Fair Distribution 34
5.1.3 Instant Prevention and Management 34
5.2 Theoretical Implications 35
5.3 Practical Implications 35
5.4 Research limitations 36
5.5 Research Opportunities, Future possibilities 37
5.6 Summary 38
Reference 40
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