博碩士論文 108421011 詳細資訊




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姓名 林雅婷(Ya-Ting Lin)  查詢紙本館藏   畢業系所 企業管理學系
論文名稱 神隊友還是豬對手?最強團隊的秘密:MMORPG遊玩行為與虛擬遊戲團隊績效影響因素探討
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摘要(中) 網際網路時代下,從社交行為到團隊合作模式已逐漸從現實移轉至虛擬世界當中,甚至在科技的進步之下,網路所建構出的虛擬環境與現實社會越來越相似(Whang&Chang, 2004)。多人線上角色扮演遊戲(Massively multiplayer online roleplaying game ) 讓成千上百位在地理上分散的玩家得以同時在線上玩遊戲(Barnett & Coulson, 2010; Hsu, Wen, &Wu, 2009; Zhi-Jin Zhong, 2011;Tian yang Lou et al., 2019),每個玩家可以選擇一個標記為虛擬角色的虛構角色,控制該角色的行為並與其他玩家的虛擬角色進行互動。本研究將透過MMORPG,進行三個部分的研究探討 : 第一部分為探討「玩家個人遊玩動機是否會影響在遊戲中加入的團隊類型」;第二部分為探討「不同類型的虛擬遊戲團隊是否會產生不同的績效表現」;第三部分為探討「領導對於不同遊玩需求玩家加入不同團隊意願的影響程度以及對不同團隊類型所產生的績效的影響」。
本研究採用結構方程模式進行分析,以網路問卷方式收集資料,並於台灣知名遊戲論壇巴哈姆特進行問卷發放。問卷一共發放700份,有效問卷共661份,有效問卷回收率為94.43%。問卷回收後利用統計軟體 SPSS 20與AMOS 21 協助進行資料分析,以檢驗本研究模型與相關研究假說。
本研究之研究貢獻分為三個部分:第一,在MMORPG研究中,本研究首度採用 Mcclelland(1987)成就需理論(Achievement Motivation Theory)針對玩家個人遊玩動機與加入的團隊類型進行解釋;第二,填補MMORPG文獻中對於團隊組成上的研究缺口;最後,本研究以實體領導力探討在虛擬情境下,實體領導是否能在此環境中產生影響力。
摘要(英) Now is the era of internet, social behaviors and teamwork have gradually shifted from reality to the virtual world. Due to the advancement of technology, the virtual environment constructed by Internet is similar to the real society (Whang & Chang, 2004). Massively multiplayer online roleplaying game (MMORPG) allows thousands of geographically dispersed players to play online game at the same time (Barnett & Coulson, 2010; Hsu, Wen, & Wu, 2009), each player can select a fictional character marked as a virtual character and interact with other players in the virtual world. In this study, we will Carry on a three-part research: The first part is to explore "whether the player’s personal motivation for playing games will affect their desire of joining teams or not "; the second part is to explore "whether different types of virtual teams will affect team performance or not "; The third part is to explore the "leadership′s influence on players′ willingness to join different teams with different motivations and the impact on the performance of different team types".
In this study, Structural Equation Modelling (SEM) was conducted to analyze the research model. Data were collected through the internet questionnaire, total of 700 surveys were distributed, and a total of 661 valid samples were retrieved. The effective recovery is 94.43%. effective recovery is 75.75%. After receiving the feedbacks, we use statistical software SPSS 20 and AMOS 21 assist in implementing data analysis to test model and our hypothesis .
The contribution of our research can be divided into three parts. First, Among all MMORPG studies, our research applied “Mcclelland(1987) Achievement Motivation Theory” for the first time to explain the players’ personal motivation and which team they will join; Second, filling the gap of lacking the research on team composition in MMORPG studies. Finally, this study applied traditional leadership to explore whether traditional leadership can have an impact on virtual environment or not.
關鍵字(中) ★ 遊玩動機
★ 團隊組成
★ 領導者成員交換
★ 威權型領導
★ 服務型領導
★ 團隊績效
關鍵字(英) ★ player motivation
★ team composition
★ LMX
★ authoritarian leadership
★ servant leadership
★ team performance
論文目次 一、序論 1
1-1 研究背景 1
1-2 研究目的與架構 2
1-3 研究貢獻 7
二、文獻探討 10
2-1 大型多人線上角色扮演遊戲(MMORPG) 10
2-2 電玩遊戲遊玩動機 12
2-3 虛擬遊戲團隊類型 16
2-4虛擬團隊績效 20
2-5領導風格 23
2-5-1威權式領導 23
2-5-2 服務型領導 24
2-6 領導者-成員交換理論(LMX) 35
三、研究方法 41
3-1 研究對象與樣本發放 41
3-2 問卷設計 42
3-3 變項衡量方式 42
3-3-1 玩家的遊玩動機 43
3-3-2 玩家所加入的公會類型 44
3-3-3 團隊領導者風格 46
3-3-4 領導者成員交換(LMX) 48
3-3-5 虛擬團隊績效 49
3-4 控制變數 50
3-5 分析方法 51
3-5-1 敘述性統計與相關分析 51
3-5-2 因素分析 51
3-5-3 信度分析 52
3-5-4 效度分析 52
3-5-5 共同方法變異控制 53
3-5-6 結構方程式分析 54
四、資料分析與研究結果 56
4-1 敘述性統計分析 56
4-2 相關分析 58
4-3 信度分析 59
4-4 建構效度分析 62
4-4-1 收斂效度 62
4-4-2 區別效度 64
4-5 共同方法變異分析 66
4-6 結構方程模式分析 67
4-6-1 結構模式適配度 67
4-6-2 路徑係數分析 69
4-6-3 威權領導調節效果評估 71
4-6-4 服務領導調節效果評估 72
4-6-5 領導者成員交換調節效果評估 73
五、結論與建議 74
5-1 研究結果與研究意涵 74
5-1-1 玩家遊玩動機如何影響團隊類型組成 74
5-1-2 團隊類型如何影響團隊績效表現 76
5-1-3 威權型與服務型領導的調節效果 78
5-1-4 領導者-成員交換理論的調節效果 83
5-1-5 研究意涵 88
5-2實務管理意涵 92
5-3研究限制與後續研究建議 94
參考文獻 95
附錄一 研究問卷 114
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二、中文部分
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指導教授 李憶萱(Yi-Hsuan Lee) 審核日期 2021-7-27
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