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研究生: 王正印
Wang, Cheng-Yin
論文名稱: 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
Effects and outcomes of virtual teams under different types of leadership: A case study of WOW teams
指導教授: 謝英哲
Hsieh, Ying-Che
口試委員: 翁晶晶
林士平
學位類別: 碩士
Master
系所名稱: 科技管理學院 - 科技管理研究所
Institute of Technology Management
論文出版年: 2015
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
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  • 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
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