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作者(中文):
王正印
作者(外文):
Wang, Cheng-Yin
論文名稱(中文):
不同的虛擬團隊領導風格如何造成影響與結果-以WOW團隊為例
論文名稱(外文):
Effects and outcomes of virtual teams under different types of leadership: A case study of WOW teams
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
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:
102073524
出版年(民國):
104
畢業學年度:
103
語文別:
英文
論文頁數:
24
中文關鍵詞:
虛擬團隊
、
領導力
、
多人連線上遊戲
外文關鍵詞:
Virtual team
、
Leadership
、
MMORPGs
相關次數:
推薦:0
點閱:301
評分:
下載:31
收藏:0
摘要
自從1990年以來,網路改變了我們的生活樣貌。包含了工作、遊戲與溝通的方式。也因此,在1993年出現的所謂的虛擬團隊的概念,當時的主要用途是運用在軍事上。虛擬團隊突破時間與空間的藩籬,使人們可以透過網際網路在任何時間與地點,不論與甚麼人都可以工作。以往的面對面行團隊的研究以日趨成熟,因為這些研究以發展了好一段時間。然而虛擬團隊是一個全新的概念,其所包含的元素與傳統的團隊有很大的不同。尤其是領導力,要考量的因素又更多了,而且團隊成員的行為也會與傳統的有很大的差異。此研究會基於多人連線的線上遊戲去探討領導力在虛擬團隊中的影響與結果。
Abstract
Internet has changed our life since 1990, including the way we work, play, and communicate. It came out with a concept of “virtual team” in 1993, because of the need for war. Virtual team breaks the limitation of time and space. People can work with each other through internet, no matter when, where, and who. For traditional face-to-face teams, those researches are quite mature, since lots of researcher had worked on it for a long time. But virtual is a new type of team working. The elements in such team can be totally different from the regular one. Especially the leadership, because there are more factors should be consider and the members’ behaviors can be lot more different from normal. Virtual team can be very complicated, because there are too many things involved. The research will based on the Multiplayer Online Role-Playing Game to check how the leadership work in virtual teams. The game requires players to complete the mission together, and it can be easier for the research, compare with the commercial virtual teams. This research will divide players into four groups by “pressure level” and “involve level”, and observe the interaction in different types of group. The interviews are for everyone in the groups, because the team working is not just about the leaders or specific person in the team. After those interviews from various players involved, it will classify those data, and come out some solutions or suggestions for those teams. It could help team leaders to see the pros and cons for their teams. Also, for those team mates can realize the characteristics of those groups, and find an appropriate team to work with. Besides, it might be helpful for us to understand how this efficient thing work in our life.
Table of Contents
Chapter1. Introduction 1
1.1 Research Background 1
1.2 Research Questions and Objectives 1
1.3 Structure of the Dissertation 2
Chapter2. Literature Review 4
2.1 Motivations in the virtual world 4
2.2 Leadership in MMORPGs 5
2.3 Socio-emotional and Task Communication in MMORPGs 5
2.4 Global Virtual Team Dynamics and Effectiveness 5
2.5 Chapter Summary 6
Chapter3. Research Methodology 7
3.1 Research Objective and conceptual framework 7
3.2 Philosophical Stance 7
3.3 Selection of Research Method 8
3.4 Research Design 9
3.4.1 Research Process 9
3.4.2 Data Collection 10
Chapter4. Case Study 13
Case1. High pressure and low involvement 13
Case2. Low pressure and low involvement 15
Case3. High pressure and high involvement 17
Case4. Low pressure and high involvement 19
Chapter5. Conclusion 22
5.1 Major Research Findings 22
5.2 Contribution to Theory 23
5.3 Research Limitations 23
5.4 Future Research 23
Reference 24
Reference
1. Simmons, Todd. "Team Building in World of Warcraft." (2010).
2. Yee, Nick. "Motivations for play in online games." CyberPsychology & behavior9.6 (2006): 772-775.
3. Jang, YeiBeech, and SeoungHo Ryu. "Exploring game experiences and game leadership in massively multiplayer online role‐playing games." British Journal of Educational Technology 42.4 (2011): 616-623.
4. Peña, Jorge, and Jeffrey T. Hancock. "An analysis of socioemotional and task communication in online multiplayer video games." Communication Research33.1 (2006): 92-109.
5. Maznevski, Martha L., and Katherine M. Chudoba. "Bridging space over time: Global virtual team dynamics and effectiveness." Organization science 11.5 (2000): 473-492.
6. Ducheneaut, Nicolas, et al. "Alone together?: exploring the social dynamics of massively multiplayer online games." Proceedings of the SIGCHI conference on Human Factors in computing systems. ACM, 2006.
7. Picot, Arnold, et al. "A multi-level view of the antecedents and consequences of trust in virtual leaders." AMCIS 2009 Proceedings (2009): 271.
8. Picot, Arnold, et al. "A multi-level view of the antecedents and consequences of trust in virtual leaders." AMCIS 2009 Proceedings (2009): 271.
9. Kaplan, Robert S., and David P. Norton. "How to implement a new strategy without disrupting your organization." harvard business review 84.3 (2006): 100.
10. Yin, Robert K. Case study research: Design and methods. Sage publications, 2013.
11. Bryman, Alan. Research methods and organization studies. Routledge, 2003.
12. Simon, Jeffrey D. "A theoretical perspective on political risk." Journal of International Business Studies 15.3 (1984): 123-143.
13. Easterby-Smith, Mark, Richard Thorpe, and Paul Jackson. Management research. Sage, 2012.
14. Girod-Séville, Martine, and Veronique Perret. "Epistemological foundations."Doing management research (2001): 13-30.
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