博碩士論文 101421001 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:15 、訪客IP:3.133.87.156
姓名 林振祥(Chen-hsiang Lin)  查詢紙本館藏   畢業系所 企業管理學系
論文名稱 從虛擬走向現實?線上領導至線下領導之中介機制探討-以玩家互動做調節
相關論文
★ 工作滿足、領導行為、工作特性與人格特質對離職傾向之探討-以超大型會計師事務所審計人員為例★ 以組織診斷模型診斷企業組織層級架構-以某公司為例
★ 科技產業組織診斷與分析之研究-以Q公司為例★ 製造業推行六標準差的成功關鍵因素探討
★ 高職辦理輪調式建教班對學校經營績效之評估-以北區私立高職為例★ 本國商業銀行經營績效之探討-資料包絡分析法之應用
★ 台灣中小企業 創業動機與創業績效關係之研究★ 員工當責與真誠領導之關聯性-以心理賦權與團隊凝聚力為中介變數
★ 以個人與環境適配為關鍵中介探討特定品牌領導對員工品牌權益之影響★ 道德感讓你買更多綠色產品?從消費者產品知覺價格及品質角度來探討—以綠色程度做調節
★ 線上品牌社群該如何提升與粉絲的價值共創?以線上品牌社群活動與線下實體活動為中介變數探討★ 農業創新服務模式之商業模式研究-以蜂巢數據科技有限公司為例
★ 燈⽕闌珊處的求職旅程:如何透 過⼯作價值觀、雇主吸引⼒、激 勵因⼦為求職者點亮路徑★ 購買意願的幕後功臣:Instagram大小網紅的 自我揭露對消費者自我一致性與感知真實的影響
★ 中小企業之組織診斷與分析-以A公司為例★ 高科技產業人力資源發展與組織績效之研究-以新竹科學園區為例
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   至系統瀏覽論文 ( 永不開放)
摘要(中) 拜科技進步之賜,電腦建構出的線上虛擬環境已經越來越貼近我們的真實生活。多人線上角色扮演遊戲(Massively multiplayer online roleplaying game, MMORPG)提供廣大的虛擬世界讓眾多玩家一同享受遊戲的樂趣,其遊戲內容包含豐富的社會活動行為。過去研究指出玩家的線上領導會連結到現實生活中的領導能力,本研究希望進一步探討:「線上遊戲玩家的線上領導能力是否會透過中介機制影響其線下生活的領導能力?」本研究歸納過去文獻,根據社會臨場感理論推論線上領導至線下領導的中介模型,並檢驗遊戲中的玩家互動是否對路徑具有調節效果。
本研究透過網路問卷方式收集資料,以台灣知名學術論壇的遊戲玩家作為研究對象,受訪者必須年滿18歲,且曾經玩過大型多人線上角色扮演遊戲。問卷共發放1204份,有效問卷共912份,有效問券回收率為75.75%。回收問卷後利用統計軟體SPSS 21與AMOS 21協助執行資料分析,以檢驗本研究模型與相關假說。研究發現可分為三個部分:一、線上領導會影響線下領導;二、遊戲成就與角色認同感在模型中具有部分中介效果;三、玩家互動在模型中具有調節效果;藉由本研究結果,將能提供往後線上領導訓練之成效、訓練準則、遊戲設計和選擇等參考依據。
摘要(英) Due to the evolution of technology, virtual environment constructed by computer has become closer to our real life. Massively multiplayer online roleplaying games (MMORPGs) provide enormous virtual world to gameplayers so that they can enjoy the online game together. The content of MMORPGs includes rich social activity. Previous studies indicate gameplayer’s online leadership could map to their offline leadership. This study will further explore whether players’ online leadership will affect offline leadership through mediation mechanism or not. Reviewing the past literature, According to social presence theory inference the mediation model of online leadership to offline leadership, and examine the moderating effect of interactivity.
In this study, data were collected through the internet questionnaire, with gamers in Taiwan’s leading forum as research subjects. Respondents must be over 18 years old, and have played any massively multiplayer online role-playing game. Questionnaires were distributed 1204 copies, a total of 912 valid questionnaires; the effective recovery is 75.75%. After receiving the questionnaires using statistical software SPSS 21 and AMOS 21 assist in implementing data analysis to test model and our hypothesis. The study result can be divided into three parts. First, online leadership will affect offline leadership. Second, game achievements and character identification has partial mediated effects in this model. Third, interactivity has a moderating effect in this model. These finding will provide future leader of leadership training effectiveness, training guidelines, game design and selection of reference.
關鍵字(中) ★ 線上領導
★ 線下領導
★ 遊戲成就
★ 角色認同感
★ 玩家互動
★ 社會臨場感理論
關鍵字(英) ★ Online leadership
★ Offline leadership
★ Game achievement
★ Character identification
★ Interactivity
★ Social presence theory
論文目次 摘要 i
Abstract ii
目錄 iii
圖目錄 v
表目錄 vi
一、 緒論 1
1-1  研究介紹 1
二、 文獻探討與研究假設 6
2-1  社會臨場感理論 6
2-2  線上領導與線下領導 6
2-3  遊戲成就 8
2-4  角色認同感 9
2-5  玩家互動 10
三、 研究方法 13
3-1  研究對象與樣本發放 13
3-2  問卷設計 13
3-3  變項衡量方式 14
3-3-1 線上領導 14
3-3-2 遊戲成就 15
3-3-3 角色認同感 16
3-3-4 玩家互動 17
3-3-5 線下領導 17
3-4  控制變數 20
3-5  分析方法 20
3-5-1 敘述性統計與相關分析 20
3-5-2 因素分析 21
3-5-3 信度分析 21
3-5-4 效度分析 22
3-5-5 共同方法變異控制 22
3-5-6 結構方程模型分析 23
四、 資料分析 24
4-1  敘述性統計分析 24
4-2  相關分析 25
4-3  信度分析 26
4-4  建構效度分析 28
4-4-1 收斂效度 28
4-4-2 區別效度 29
4-5  共同方法變異分析 30
4-6  結構方程式分析 31
4-6-1 結構模式適配度 32
4-6-2 路徑係數分析 34
4-6-3 中介效果驗證 35
4-6-4 玩家互動調節效果評估 37
4-6-5 交叉效果檢定 38
五、 結論與建議 39
5-1  研究假設驗證結論 39
5-2  實務建議 44
5-3  研究限制與後續研究建議 45
參考文獻 47
附錄一 研究問卷 52
參考文獻 Avolio, Kahai, S., & Dodge, G. E. (2001). E-leadership: Implications for theory, research, and practice. The Leadership Quarterly, 11(4), 615-668.
Avolio, B. J., Bass, B. M., & Zhu, F. W. W. (2004). Multifactor leadership questionnaire.Manual and sampler set (3rd ed.). Redwood City, CA: Mind Garden.
Avolio, B. J., & Kahai, S. S. (2003). Adding the “E” to E-Leadership: How it May Impact Your Leadership. Organizational Dynamics, 31(4), 325-338.
Avolio, B. J., Walumbwa, F. O., & Weber, T. J. (2009). Leadership: Current theories, research, and future directions. Annu Rev Psychol, 60, 421-449.
Avolio, B. J., Yammarino, F. J., & Bass, B. M. (1991). Identifying common methods variance with data collected from a single source: An unresolved sticky issue. Journal of Management, 17(3), 571-587.
Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. Science, 317(5837), 472-476.
Baron, R. M., & Kenny, D. A. (1986). The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of Personality and Social Psychology, 51(6), 1173.
Bass, B. M. (1985). Leadership and performance beyond expectations: Free Press; Collier Macmillan.
Bass, B. M., & Stogdill, R. M. (1990). Bass & Stogdill′s handbook of leadership: Theory, research, and managerial applications: Simon and Schuster.
Bollen, K. A., & Hoyle, R. H. (1990). Perceived cohesion: A conceptual and empirical examination. Social forces, 479-504.
Brignall III, T. W., & Van Valey, T. L. (2007). An online community as a new tribalism: The World of Warcraft. Paper presented at the null.
Browne, M. W., & Cudeck, R. (1993). Alternative ways of assessing model fit. Newsbury Park, CA: Sage.
Castronova, E. (2008). Synthetic worlds: The business and culture of online games: University of Chicago press.
Castronova, E., Williams, D., Shen, C., Ratan, R., Xiong, L., Huang, Y., & Keegan, B. (2009). As real as real? Macroeconomic behavior in a large-scale virtual world. New Media & Society, 11(5), 685-707.
Chan, E. & Vorderer, P. (2006). Massively multiplayer online games. In P. Vorderer & J. Bryant (Eds), Playing computer games: motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum Associates.
Chen, C. H., Sun, C. T., & Hsieh, J. (2008). Player guild dynamics and evolution in massively multiplayer online games. CyberPsychology & Behavior, 11(3), 293-301.
Chen, K., & Yen, D. C. (2004). Improving the quality of online presence through interactivity. Information & Management, 42(1), 217-226.
Childress, M. D., & Braswell, R. (2006). Using massively multiplayer online role‐playing games for online learning. Distance Education, 27(2), 187-196.
Chou, S. Y., & Lopez-Rodriguez, E. (2013). An empirical examination of service-oriented organizational citizenship behavior: The roles of justice perceptions and manifest needs. Managing Service Quality, 23(6), 474-494.
Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 10(4), 575-583.
Daft, R. L., & Lengel, R. H. (1986). Organizational information requirements, media richness and structural design. Management science, 32(5), 554-571.
Derue, D. S., Nahrgang, J. D., Wellman, N., & Humphrey, S. E. (2011). Trait and behavioral theories of leadership: An integration and meta‐analytic test of their relative validity. Personnel Psychology, 64(1), 7-52.
Doll, W. J., Xia, W., & Torkzadeh, G. (1994). A confirmatory factor analysis of the end-user computing satisfaction instrument. MIS Quarterly, 18(4), 453-461.
Giber, D., Carter, L., Goldsmith, M. (2000). Linkage Inc.’s Best Practices In Leadership Development Handbook, Jossey-Bass/Pfeiffer, San Francisco, CA.
Gunawardena, C. N., & Zittle, F. J. (1997). Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment. American Journal of Distance Education, 11(3), 8-26.
Hair, J. F. J., Anderson, R. E., Tatham, R. L., & Black, W. C. (1998). Multivariate Data Analysis (5th Edition). Englewood Cliffs, NJ: Prentice Hall.
Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer‐Mediated Communication, 11(4), 910-931.
Hefner, D., Klimmt, C., & Vorderer, P. (2007). Identification with the Player Character as Determinant of Video Game Enjoyment. Entertainment Computing–ICEC 2007, 39-48.
Hoffner, C., & Buchanan, M. (2005). Young adults′ wishful identification with television characters: The role of perceived similarity and character attributes. Media Psychology, 7(4), 325-351.
Jang, Y., & Ryu, S. (2011). Exploring game experiences and game leadership in massively multiplayer online role-playing games. British Journal of Educational Technology, 42(4), 616-623.
Jiang, J. J., Klein, G., & Carr, C. L. (2002). Measuring information system service quality: SERVQUAL from the other side. MIS Quarterly, 26(2), 145-166.
Johansen, R., Vallee, J., & Spangler, K. (1988). Teleconferencing: Electronic Group Meetings. In R. S. Cathcart & L. A. Samover (Eds). Small Group Communications: A reader, 5th
Kang, J., Ko, Y., & Ko, I. (2009). The impacts of social support and psychological factors on guild members’ flow and loyalty in MMORPG. Asian Pacific Journal of Information Systems, 19(3), 69-98.
Klimmt, C. (2003). Dimensions and determinants of the enjoyment of playing digital games: A three-level model. Paper presented at the Level up: Digital games research conference.
Kowalski, R. M., & Leary, M. R. (1990). Strategic self-presentation and the avoidance of aversive events: Antecedents and consequences of self-enhancement and self-depreciation. Journal of Experimental Social Psychology, 26(4), 322-336.
Lisk, T. C., Kaplancali, U. T., & Riggio, R. E. (2011). Leadership in Multiplayer Online Gaming Environments. Simulation & Gaming, 43(1), 133-149.
Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer‐Mediated Communication, 3(2), 0-0.
Lopes, M. C., Fialho, F. A., Cunha, C. J., & Niveiros, S. I. (2013). Business Games for Leadership Development A Systematic Review. Simulation & Gaming, 44(4), 523-543.
Lu, L., Shen, C., & Williams, D. (2014). Friending your way up the ladder: Connecting massive multiplayer online game behaviors with offline leadership. Computers in Human Behavior, 35, 54-60.
McDonald, D. G., & Kim, H. (2001). When I die, I feel small: Electronic game characters and the social self. Journal of Broadcasting & Electronic Media, 45(2), 241-258.
Nunnally, J. C. (1967). Psychometric theory (3 ed.). New York: McGraw-Hil.
Papargyris, A., & Poulymenakou, A. (2005). Learning to fly in persistent digital worlds: the case of Massively Multiplayer Online Role Playing Games. ACM SIGGROUP Bulletin, 25(1), 41-49.
Park, S.-b., & Chung, N. (2011). Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games. Computers in Human Behavior, 27(6), 2372-2379.
Petitte, O. (2012). Infographic shows $13 billion spent worldwide on MMOs in 2012. Haettu, 9, 2014.
Rafaeli, S. (1988). Interactivity: From new media to communication. Sage annual review of communication research: Advancing communication science, 16(CA), 110-134.
Reeves, B., Malone, T. W., & O Driscoll, T. (2008). Leadership′s online labs. Harvard Business Review, 86(5), 58.
Shin, N. (2002). Beyond interaction: The relational construct of′transactional presence′. Open Learning, 17(2), 121-137.
Short, J., Williams, E., & Christie, B. (1976). The social psychology of telecommunications, John Wiley and Sons, London.
Ullman, J. B. (2001). Structural equation modeling. Needham Heights, MA: Allyn & Bacon.
Vorderer, P., & Bryant, J. (2012). Playing video games: Motives, responses, and consequences: Routledge.
Walther, J. B. (1992). Interpersonal effects in computer-mediated interaction a relational perspective. Communication Research, 19(1), 52-90.
Williams, D. (2010). The mapping principle, and a research framework for virtual worlds. Communication Theory, 20(4), 451-470.
Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer‐Mediated Communication, 13(4), 993-1018.
Wu, J. H., Wang, S. C., & Tsai, H. H. (2010). Falling in love with online games: The uses and gratifications perspective. Computers in Human Behavior, 26(6), 1862-1871.
Ye, M., & Cheng, L. (2006). System-performance modeling for massively multiplayer online role-playing games. IBM Systems Journal, 45(1), 45-48.
Yee, N. (2006a). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence, 15(3), 309-329.
Yee, N. (2006). Motivations for play in online games. CyberPsychology & behavior, 9(6), 772-775.
Yee, N. (2006k). The psychology of MMORPGs: Emotional investment, motivations, relationship formation, and problematic usage. Avatars at work and play: Collaboration and interaction in shared virtual environments, 34, 187-207.
Yukl, G. (2002). Leadership in organizations (4th. ed.). Englewood Cliffs, NJ: Prentice-Hall.
Zaccaro, S. J., Rittman, A. L., & Marks, M. A. (2002). Team leadership. The Leadership Quarterly, 12(4), 451-483.
陳順宇. (2005). 多變量分析. 台北: 華泰.
陳燕玲. (2007). 電腦中介傳播下的社會臨場感與信任關係. 第四屆數位創世紀學術與實務研討會] 發表之論文, 台北市國立政治大學.
指導教授 李憶萱(Yi-hsuan Lee) 審核日期 2015-7-20
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明