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題名 線上遊戲領導力形塑歷程研究-以魔獸世界公會為例
A process analysis of how the leadership skills honed in multiplayer online games: A case study of a world of warcraft`s raiding guild.
作者 劉瑋
貢獻者 張寶芳
劉瑋
關鍵詞 線上遊戲  
魔獸世界
公會
RL
副本
社會認知
領導力
團體動力
On-line Game
War of Warcraft
Guild
Raid Leader
Dungeon
SCT
Leadership
Team Dynamics
日期 2008
上傳時間 11-九月-2009 16:09:53 (UTC+8)
摘要 多人角色扮演線上遊戲內是否有領導力?若有,這種能力如何培養、展現與有效實踐?本研究期待藉由探索魔獸世界公會團隊隊長(Raid Leader,簡稱RL)的遊戲歷程,探究線上遊戲如何可能成為形塑領導能力的場域,並分析此領導力應用於現實世界的機會與限制。
     
     
以線上遊戲「魔獸世界」為觀察環境,從RL在遊戲裡的日常工作、與他人相處、副本經歷到追求集體目標的過程,了解RL如何帶領玩家獲得成就感及形成影響力。擁有深遠故事背景、明確角色定位、任務導向及短中長期目標的「魔獸世界」正好提供良好的虛擬試煉空間,讓玩家組隊挑戰副本空間,讓玩家在自由組隊及各種征戰練習中,以團隊的力量尋找解答與達成擊敗魔王的目標。投入條件不斷變化的副本環境獲得利益與經驗等級,此過程所產生的情感與經濟的交換,使玩家間的關係變得複雜,也增加玩家對遊戲的黏著度,線上遊戲不但塑造出新的交友管道,更可能追引出新的管理模式與領袖培養機制。
     
     
本研究透過不同年齡與社會歷練之RL深度訪談,加上公會論壇的內容分析,察知在管理公會事務與副本征戰過程中的RL,將會於實踐遊戲目標之際建立自信與玩家間的信賴關係,並逐步形塑其領導力。此歷程中發現之策略運用、資源交換等遊戲技能;風險承擔與情緒管理等服務態度與合作分享等人格特質,與Drucker與Senge提出的領導力特質不謀而合,玩家將遊戲裡所獲得的心得分析、重組、整合,並把遊戲中與朋友相處的法則與解決問題的方式轉化及複製為現實社會裡的應用知識,線上遊戲除了可形塑創造願景、審時度勢、協調利益、嘗試創新、激勵賦能等領導者能力,可轉換至現實社會或不適宜轉換但可引以為戒的反向思考與限制也將一併於本研究中呈現。
Is leadership really existent amongst on-line games? If so, how can those players develop, display or effectively practice their leadership when playing games? Then what will this capability affect or contribute to the virtual environment and our physical social context after players possess it? In order to answer these questions, this research has examined the character Raid leader or RL in on-line game, the World of Warcraft, investigated the forming process of his leadership and explored the ways in which an on-line game has become an arena to train leadership.
     
      Based on the World of Warcraft, we have observed RL’s daily routines in the game, the interaction with other players and the process from the dungeon (also called instance) experience to achieve team’s goal pursuit in attempts in order to realize the model of interaction in on-line game as well as the ways in which RL has led all the team member to attain achievements and form their influence.
     
      MMORPG with a long storyline, clear role position, mission orientation and different term goals offers an on-line gaming world where designed a series of quizzes and a dungeon for different player communities to challenge. Player can team up with the others, match with one another and conquer difference practices to find the resolution and defeat the monsters (also called Boss) in the dungeon.
     
      After campaigning with team members in different personalities and joining continuously changing dungeon environments to gain different bonus and experience levels, players may form a close bond with one another and exchange treasures or information on hand in terms of their economic profit during the game.
     
      Furthermore, after having some intensive interviews with RLs who are at different ages and having their own social experience in the real society as well as the analysis of the context in the guild forum, this research has discovered that RLs who manage guild affairs and conquer dungeon will establish their self-confidence and dependence with the other players when achieving the goals in games, and extend his leadership to those players.
     
      Those findings from this forming procedure not only agree with the rules to hone leadership asserted by Drucker and Senge in recent years and the characteristics but also drew forth a team dynamics force to on-line player communities and a new mass movement that may influence the social impression or educational direction in the future.
     
      By means of daily play of on-line games, players analyzed, re-organized and integrated their own feedback from the games, and involuntarily transferred the ways to get along with friends in games and to solve questions to tacit knowledge to manage the real society.
     
      In addition to the search for the vision formed in on-line games and the characteristics of leadership as consideration of the situation, co-ordination of the profits on hand, attempt to innovate and ability to stimulate talents, some changeable key points, mechanism or limitation to the real society or unchangeable but referring points will also be presented in this research.
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描述 碩士
國立政治大學
傳播學院碩士在職專班
95941020
97
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0095941020
資料類型 thesis
dc.contributor.advisor 張寶芳zh_TW
dc.contributor.author (作者) 劉瑋zh_TW
dc.creator (作者) 劉瑋zh_TW
dc.date (日期) 2008en_US
dc.date.accessioned 11-九月-2009 16:09:53 (UTC+8)-
dc.date.available 11-九月-2009 16:09:53 (UTC+8)-
dc.date.issued (上傳時間) 11-九月-2009 16:09:53 (UTC+8)-
dc.identifier (其他 識別碼) G0095941020en_US
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/29714-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 傳播學院碩士在職專班zh_TW
dc.description (描述) 95941020zh_TW
dc.description (描述) 97zh_TW
dc.description.abstract (摘要) 多人角色扮演線上遊戲內是否有領導力?若有,這種能力如何培養、展現與有效實踐?本研究期待藉由探索魔獸世界公會團隊隊長(Raid Leader,簡稱RL)的遊戲歷程,探究線上遊戲如何可能成為形塑領導能力的場域,並分析此領導力應用於現實世界的機會與限制。
     
     
以線上遊戲「魔獸世界」為觀察環境,從RL在遊戲裡的日常工作、與他人相處、副本經歷到追求集體目標的過程,了解RL如何帶領玩家獲得成就感及形成影響力。擁有深遠故事背景、明確角色定位、任務導向及短中長期目標的「魔獸世界」正好提供良好的虛擬試煉空間,讓玩家組隊挑戰副本空間,讓玩家在自由組隊及各種征戰練習中,以團隊的力量尋找解答與達成擊敗魔王的目標。投入條件不斷變化的副本環境獲得利益與經驗等級,此過程所產生的情感與經濟的交換,使玩家間的關係變得複雜,也增加玩家對遊戲的黏著度,線上遊戲不但塑造出新的交友管道,更可能追引出新的管理模式與領袖培養機制。
     
     
本研究透過不同年齡與社會歷練之RL深度訪談,加上公會論壇的內容分析,察知在管理公會事務與副本征戰過程中的RL,將會於實踐遊戲目標之際建立自信與玩家間的信賴關係,並逐步形塑其領導力。此歷程中發現之策略運用、資源交換等遊戲技能;風險承擔與情緒管理等服務態度與合作分享等人格特質,與Drucker與Senge提出的領導力特質不謀而合,玩家將遊戲裡所獲得的心得分析、重組、整合,並把遊戲中與朋友相處的法則與解決問題的方式轉化及複製為現實社會裡的應用知識,線上遊戲除了可形塑創造願景、審時度勢、協調利益、嘗試創新、激勵賦能等領導者能力,可轉換至現實社會或不適宜轉換但可引以為戒的反向思考與限制也將一併於本研究中呈現。
zh_TW
dc.description.abstract (摘要) Is leadership really existent amongst on-line games? If so, how can those players develop, display or effectively practice their leadership when playing games? Then what will this capability affect or contribute to the virtual environment and our physical social context after players possess it? In order to answer these questions, this research has examined the character Raid leader or RL in on-line game, the World of Warcraft, investigated the forming process of his leadership and explored the ways in which an on-line game has become an arena to train leadership.
     
      Based on the World of Warcraft, we have observed RL’s daily routines in the game, the interaction with other players and the process from the dungeon (also called instance) experience to achieve team’s goal pursuit in attempts in order to realize the model of interaction in on-line game as well as the ways in which RL has led all the team member to attain achievements and form their influence.
     
      MMORPG with a long storyline, clear role position, mission orientation and different term goals offers an on-line gaming world where designed a series of quizzes and a dungeon for different player communities to challenge. Player can team up with the others, match with one another and conquer difference practices to find the resolution and defeat the monsters (also called Boss) in the dungeon.
     
      After campaigning with team members in different personalities and joining continuously changing dungeon environments to gain different bonus and experience levels, players may form a close bond with one another and exchange treasures or information on hand in terms of their economic profit during the game.
     
      Furthermore, after having some intensive interviews with RLs who are at different ages and having their own social experience in the real society as well as the analysis of the context in the guild forum, this research has discovered that RLs who manage guild affairs and conquer dungeon will establish their self-confidence and dependence with the other players when achieving the goals in games, and extend his leadership to those players.
     
      Those findings from this forming procedure not only agree with the rules to hone leadership asserted by Drucker and Senge in recent years and the characteristics but also drew forth a team dynamics force to on-line player communities and a new mass movement that may influence the social impression or educational direction in the future.
     
      By means of daily play of on-line games, players analyzed, re-organized and integrated their own feedback from the games, and involuntarily transferred the ways to get along with friends in games and to solve questions to tacit knowledge to manage the real society.
     
      In addition to the search for the vision formed in on-line games and the characteristics of leadership as consideration of the situation, co-ordination of the profits on hand, attempt to innovate and ability to stimulate talents, some changeable key points, mechanism or limitation to the real society or unchangeable but referring points will also be presented in this research.
en_US
dc.description.tableofcontents 摘 要 1
     Abstract 2
     謝 辭 4
     第壹章、緒論 6
     第一節、研究動機 6
     第二節、研究目的 11
     第三節、研究問題 11
     第四節、研究意義 11
     第五節、論文架構 12
     第貳章、文獻探討 13
     第一節、關於魔獸世界 15
     一、「魔獸世界」遊戲特色 15
     二、「魔獸世界」公會組織 18
     第二節、線上遊戲與虛擬社群 27
     一、虛擬社群與真實社群的異同 27
     二、虛擬社群裡的人際關係 28
     三、線上遊戲中虛擬社群的運作方式 29
     四、線上遊戲與虛擬社群的競合關係 30
     五、如何使用線上遊戲壯大虛擬社群 31
     第五節、線上遊戲與團體動力(Team Dynamics) 41
     一、團體動力 41
     二、如何增進團體動力? 44
     第六節、研究架構 45
     第參章、研究方法 48
     第肆章、資料分析 54
     第一節 遊戲歷程 54
     一、RL日常工作 55
     二、副本歷程 57
     三、遊戲歷程所形塑之領導力 90
     第二節、遊戲內的領導力 92
     一、遊戲技能 93
     二、服務態度 96
     三、人格特質 98
     四、領導力與團體動力 103
     第三節、領導力的轉應用 105
     一、可以轉應用的領導力素質 106
     二、無法轉應用的領導力素質 111
     三、RL領導力是否為企業所需 115
     四、總結 118
     第伍章、結論與討論 127
     第一節、結論 127
     第二節、討論 136
     一、研究的限制與檢討 136
     二、未來研究建議 137
     參考文獻 139
     中文部份 139
     英文部份 143
     附錄一(名詞解釋) 148
     附錄二(訪談大綱與訪談內容 152
zh_TW
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0095941020en_US
dc.subject (關鍵詞) 線上遊戲  zh_TW
dc.subject (關鍵詞) 魔獸世界zh_TW
dc.subject (關鍵詞) 公會zh_TW
dc.subject (關鍵詞) RLzh_TW
dc.subject (關鍵詞) 副本zh_TW
dc.subject (關鍵詞) 社會認知zh_TW
dc.subject (關鍵詞) 領導力zh_TW
dc.subject (關鍵詞) 團體動力zh_TW
dc.subject (關鍵詞) On-line Gameen_US
dc.subject (關鍵詞) War of Warcraften_US
dc.subject (關鍵詞) Guilden_US
dc.subject (關鍵詞) Raid Leaderen_US
dc.subject (關鍵詞) Dungeonen_US
dc.subject (關鍵詞) SCTen_US
dc.subject (關鍵詞) Leadershipen_US
dc.subject (關鍵詞) Team Dynamicsen_US
dc.title (題名) 線上遊戲領導力形塑歷程研究-以魔獸世界公會為例zh_TW
dc.title (題名) A process analysis of how the leadership skills honed in multiplayer online games: A case study of a world of warcraft`s raiding guild.en_US
dc.type (資料類型) thesisen
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