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    Please use this identifier to cite or link to this item: http://ir.lib.ncu.edu.tw/handle/987654321/13417


    Title: 初探線上遊戲對未來領導力的影響;The on-line game will lead the strength to the future the influence
    Authors: 向慧;Hui Hsiang
    Contributors: 資訊管理學系碩士在職專班
    Keywords: 魔獸;虛擬社群;遊戲社群;領導力;線上遊戲;the experience of leader ship;on-line communities;on-line game
    Date: 2009-06-14
    Issue Date: 2009-09-22 15:31:22 (UTC+8)
    Publisher: 國立中央大學圖書館
    Abstract: 受惠於寬頻網路及行動通訊應用服務之普及,遊戲產業也同時成為全球最大的娛樂產業。線上遊戲之所以如此吸引人的原因之一為它是一個高度互動的遊戲方式,遊戲中玩家們不斷與其他人合作、溝通,甚至是化解衝突,而玩家們在遊戲中團隊的成敗與本身的各項能力更有著密切相關,其中最引人注目的即為公會領導者的經驗。許多研究發現,在線上遊戲裡表現良好與優異的玩家,在企業裡也會比一般人多出更多優異的特質,而此特性也讓線上遊戲玩家比不玩電腦遊戲的人,更能在21世紀的職場中出類拔萃。 有鑑於目前國內線上遊戲論文大多鑽研在線上遊戲玩家的魅力、特性或行為等,較少研究其線上遊戲及其遊戲社群對未來企業領導人方向的探討,故本研究透過參閱相關文獻及整理國內外相關論文、雜誌,以線上遊戲玩家為對象,探討線上遊戲對其玩家的未來領導力之影響後,本研究有了如下發現: 線上遊戲環境提供了多元化的領導力訓練環境,資訊透明化、隨時組隊合作、拆散團隊、快速擬定計劃、即時獎勵等特質,都隨著玩家們所處的情境不同而有不同的表現,而具有線上遊戲領導者經驗者在公司裡也較能應用於線上遊戲中之各項經驗於工作表現上,在目前的企業當中,應用其相關線上遊戲各種模式訓練後發現,玩遊戲確實也為這些企業領導者改善了他們在現實世界的領導能力,尤其在管理非正式直屬團隊成員的時候。 未來企業也將有如虛擬社群般,應用其線上遊戲環境的各種特性,創造其新的龐大知識經濟體制,讓企業領導者有了新的領導力模擬器。 Benefit from the popularization of the broadband network and mobile communication are employed and served, the game industry becomes the greatest entertainment industry in the world at the same time. One of the attractive reasons of the on-line games is that it is a highly interactive game, The players cooperate with other people, communicate continuously, even dissolve the conflict in the game, But there are very close relations in success or failure and several one's own ability in the group in the game of players. The most noticeable one is Game Guild leader's experience. Many research discoveries, On in online plays the good behavior and outstanding plays the family, will be also more than in the enterprise the average person more outstanding special characteristics. This characteristic also lets the line upstream playing family compare does not play computer game’s person, can stand out in the 21st century Because mostly study intensively on-line glamour, characteristic or behavior of having the game player, etc. in domestic on-line game thesis at present. It study being on-line game and chieftain the square for future at community game to discussion, So this research puts domestic and international relevant theses, magazines in order through consulting relevant literature, regard on-line game player as the target, probe into the on-line game after the influence of the leading capacity to the future of its player, this research finds as follows: The on-line game environment has offered the pluralistic leading capacity to train the environment, information transparence, specialties such as cooperation, breaking the group, planning to work out a scheme, reward immediately ,etc. of forming a team at any time, Have different behavior as the situation that the players are in is different, and the person who has leader's experience of on-line games can relatively be applied in the company to every experience in the on-line game on the work performance, Employ various ways of relevant on-line games to find after being trained, Have played games and really improved their leading ability in the real world for the leaders of these enterprise too, especially in manage unofficially when directly subordinate to group members. Future the enterprise also will have like the hypothesized social group, applies its on-line game environment each characteristic, creates its new huge knowledge economy system, let the enterprise leaders have the new leadership strength simulator.
    Appears in Collections:[資訊管理學系碩士在職專班 ] 博碩士論文

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