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題名 遊戲化機制對專案團隊績效之影響
Effects of Gamification on Project Team Performance作者 鄭云筠
Cheng, Yun Yun貢獻者 梁定澎
Liang, Ting Peng
鄭云筠
Cheng, Yun Yun關鍵詞 遊戲化
專案管理
專案績效
Gamification
Project Management
Project Performance日期 2013 上傳時間 1-Apr-2015 10:12:25 (UTC+8) 摘要 「專案」是各領域和企業所重視的工作形式,其中「人」是專案團隊的核心角色,如何做好專案人員的管理以達有效的協作與溝通是專案管理的重要課題。近年來「遊戲化」一詞興起,多數企業將遊戲化應用在企業流程之中試圖激勵員工的表現,然而在學術界遊戲化尚未在專案管理的領域中被採用。本研究旨在探討遊戲化機制在專案管理之應用,並透過系統實作的方式來顯示遊戲化機制可以如何整合到專案管理的系統中並提升專案績效。首先,本研究透過Fogg行為模式(Behavior Model)發展出以遊戲化機制作為行為的趨動因子,使專案成員能夠投入專案中,進而提出加入遊戲化機制可以提升專案主觀與客觀績效之假說;同時期望找出遊戲化機制適用的專案情境(專案類型)。研究以分析、整合與評估三階段策略進行,首先透過文獻探討找出專案管理適用之遊戲化機制並分析專案情境;接著設計遊戲化機制模組整合進專案管理工具;最後評估階段以實驗法針對「規劃」與「發想」兩類型專案分別進行遊戲化的專案管理,受測團隊使用具備積分、徽章與排行榜等遊戲化機制的專案管理工具,並在進行專案任務後測量遊戲化機制對其主觀和客觀績效影響。研究結果顯示,遊戲化機制能提升發想型專案之客觀績效,表示其對於專案成員工作相依性低與產出結構限制低之專案有正向影響力;然而在主觀績效方面,由於排行榜機制帶來組內競爭,使得團隊成員之主觀績效感受呈現負面影響。因此,遊戲化機制需要依據不同的專案類型特性作設計,透過積分和徽章激勵團隊成員,並加上適當的競爭感,方能有效提升專案的績效。
Project is a common task form in most organizations. Human plays the central role of a project team. So, it’s important to manage human resources to have effective collaboration and communication. Recent years, the idea of “Gamification” has been adopted in enterprise processes to improve employee’s performance. However, the concept of gamification has not been studied in project management domain.The purpose of this study is to investigate the application of gamification in project management and how to integrate the gamification mechanism into project management systems to improve project performance. First, this study used Fogg’s Behavior Model to develop an research framework to include gamification as a behavioral trigger. Then, hypotheses about gamification on team performance were proposed. This study used the three-step research strategy (analysis, integration and evaluation). First, applicable gamification mechanisms were identified through literature review and project context analysis. Second, a project management tool that integrates the identified gamification mechanisms were developed. Finally, two types of projects were chosen to evaluate the gamification mechanisms in an experimental study.The study finds that gamification could improve objective performance of brainstorming projects with low task dependency and unstructured outcome. However, gamification had negative influences on subjective team performance, probably due to its creation of competition within the project team. Therefore, we conclude that the application of gamification mechanisms needs to consider the nature of projects.參考文獻 一、中文部分王釋逸. (2010). 第155期 網路遊戲中的自我實現. 諮商心聞報. 文字. Retrieved March 28, 2014, from http://www.student.fcu.edu.tw/wSite/ct?xItem=99279&ctNode=8436&mp=220101&idPath=1808_8427林信惠, & 黃明祥. (2002). 軟體專案管理研究架構及趨勢. 資訊管理研究. 第四卷第一期, 31–64.周逵. (2013). 遊戲化:管理新定義 -商學院頻道-和訊網. 和訊商學院. Retrieved March 28, 2014, from http://bschool.hexun.com.tw/2013-04-19/153343138.html許建民, & 高俊雄. (2006). 青少年休閒參與動機模式之研究. 大專體育學刊, 8(3), 51–63.張倉榮, 胡國強, & 侯君溥. (民87). 企業內專案團隊效能模式之研究. 中華管理評論, 1(1).葉桂珍, & 汪美香. (2003). 資訊管理專業人員之專案團隊認同與其工作壓力及工作滿足之關係. 臺大管理論叢, 14(1), 79–18.賴志宏. (2011). 專案的主要功能與類型. Kris專案管理顧問. 文字. Retrieved August 19, 2014, from http://www.krispmschool.com/pmsystemmodel/pmdef/13projtype.php 二、英文部分Anderson, A., Huttenlocher, D., Kleinberg, J., & Leskovec, J. (2013), Steering user behavior with badges, in Proceedings of the 22nd international conference on World Wide Web, Switzerland. Bree, J. V. (2011), “The End of the Rainbow: In search of crossing points between organizations and play,” http://www.digra.org/wp-content/uploads/digital-library/11312.16278.pdfCaillois, R. (2001), Man, play, and games, Chicago: University of Illinois Press.Castronova, E., & Michaud, L. (2010), “Dossier-New Challenges for the Video Game Industry-General Overview,” Communications and Strategies, 73(1), 9.Csikszentmihalyi, M. (1997), Finding flow: The psychology of engagement with everyday life, New York: Basic Books.Davidson, J. (2002), The new project management tools for an age of rapid change, complexity, and other business realities, San Francisco: Jossey-Bass.Deci, E. L., & Ryan, R. M. (1991), “A motivational approach to self: Integration in personality,” In Nebraska symposium on motivation, 38, 237–288.Deci, E. L., & Ryan, R. M. (2002), Handbook of self-determination research, New York: University Rochester Press.Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011), Gamification. Using Game-design Elements in Non-gaming Contexts, In CHI ’11 Extended Abstracts on Human Factors in Computing Systems, New York.Dignan, A. (2011), Game frame: Using games as a strategy for success, New York: Simon and Schuster.Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013), “Gamifying learning experiences: Practical implications and outcomes,” Computers & Education, 63, 380-392.Dubois, D. J., & Tamburrelli, G. (2013a), Understanding gamification mechanisms for software development, In Proceedings of the 2013 9th Joint Meeting on Foundations of Software Engineering, Russia.Eickhoff, C., Harris, C. G., de Vries, A. P., & Srinivasan, P. (2012), Quality through flow and immersion: gamifying crowdsourced relevance assessments, In Proceedings of the 35th international ACM SIGIR conference on Research and development in information retrieval, Oregon.Farzan, R., & Brusilovsky, P. (2011), “Encouraging user participation in a course recommender system: An impact on user behavior,” Computers in Human Behavior, 27(1), 276–284.Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S., & Mandryk, R. L. (2011), Calibration games: making calibration tasks enjoyable by adding motivating game elements, In Proceedings of the 24th annual ACM symposium on User interface software and technology, USA.Fogg, B. J. (2009), A behavior model for persuasive design, In Proceedings of the 4th international conference on persuasive technology, USA.Fontijn, W., & Hoonhout, J. (2007), Functional Fun with Tangible User Interfaces, In DIGITEL.Goodman, P. S., Ravlin, E. C., & Schminke, M. (1987), Understanding groups in organizations, JAI Press.Groutz, A., Blaivas, J. G., Chaikin, D. C., Resnick, N. M., Englenam, K., Anzalone, D., … Wein, A. J. (2000), “Noninvasive Outcome Measures of Urinary Incontinence and Lower Urinary Tract Symptoms: A Multicenter Study of Micturition Diary and Pad Tests,” The Journal of Urology, Vol.164, No.3, pp.698–701.Halan, S., Rossen, B., Cendan, J., & Lok, B. (2010), High Score!-Motivation Strategies for User Participation in Virtual Human Development. In Intelligent Virtual Agents (pp. 482–488). Berlin: Springer.Hamari, J., & Koivisto, J. (2013), Social motivations to use gamification: an empirical study of gamifying exercise. 27th Conference of the European Colloid and Interface Society, Sofia, Bulgaria.Hamari, J., Koivisto, J., & Sarsa, H. (2014), Does Gamification Work?—A Literature Review of Empirical Studies on Gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences, Hilton Waikoloa, Big Island.Hunicke, R., LeBlanc, M., & Zubek, R. (2004), MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, San Jose, California.Jane, M.C. (2010), “Jane McGonigal: Gaming can make a better world,” http://www.youtube.com/watch?v=dE1DuBesGYM&feature=youtube_gdata_playerJewell, L. N., & Reitz, H. J. (1981), Group effectiveness in organizations. Glen‐view, IL: Scott, Foresman.Jung, J. H., Schneider, C., & Valacich, J. (2010), “Enhancing the motivational affordance of information systems: The effects of real-time performance feedback and goal setting in group collaboration environments,” Management Science, 56(4), 724–742.Juul, J. (2005), “Half-real.” Video Games between Real Rules and Fictional Worlds. Video Games between Real Rules and Fictional Worlds, Cambridge (Massachusetts) Und London: OLDENBURG.Juul, J. (2011), Half-Real: Video Games Between Real Rules and Fictional Worlds, Cambridge, Massachusetts: MIT Press.Kanungo, R. N. (1982), “Measurement of job and work involvement,” Journal of Applied Psychology, 67(3), 341.Landers, R. N., & Callan, R. C. (2011), Casual social games as serious games: The psychology of gamification in undergraduate education and employee training. In Serious games and edutainment applications (pp. 399–423). Berlin: Springer.Lazzaro, N. (2014), “The 4 Keys 2 Fun | Nicole Lazzaro’s Blog,” http://www.nicolelazzaro.com/the4-keys-to-fun/Li, W., Grossman, T., & Fitzmaurice, G. (2012), GamiCAD: A Gamified Tutorial System for First Time Autocad Users. In Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology (pp. 103–112), New York.Liu, Y., Alexandrova, T., & Nakajima, T. (2011), Gamifying Intelligent Environments. In Proceedings of the 2011 International ACM Workshop on Ubiquitous Meta User Interfaces (pp. 7–12), New York.Locke, E. A. and Latham, G. P. (1990), A theory of goal setting and task performance. Englewood Cliffs, NJ: Prentice-Hall.Markland, D., & Tobin, V. J. (2010), “Need support and behavioural regulations for exercise among exercise referral scheme clients: The mediating role of psychological need satisfaction,” Psychology of Sport and Exercise, 11(2), 91–99.McFletcher, D. (1995), “Teaming By Design: Real Teams For Real People. Snapdeal.com,” http://www.snapdeal.com/product/teaming-by-design-real-teams/716464Deterding, S. (2011), “Meaningful Play: Getting Gamification Right,” http://www.youtube.com/watch?v=7ZGCPap7GkY&feature=youtube_gdata_playerMeredith, J. R., & Mantel Jr, S. J. (2011), Project management: a managerial approach, Hoboken, New Jersey: John Wiley & Sons.Nieborg, D. B. (2005), Am I mod or not?—An analysis of first person shooter modification culture, In Creative Gamers Seminar—Exploring Participatory Culture in Gaming, University of Tampere, Finland.O’Donovan, S., Gain, J., & Marais, P. (2013), A case study in the gamification of a university-level games development course. In Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference (pp. 242–251), East London.Oja, M., & Riekki, J. (2012a), Ubiquitous framework for creating and evaluating persuasive applications and games, In Grid and Pervasive Computing Workshops (pp. 133–140). Berlin: Springer.Project Management Institute. (2013), A Guide to the Project Management Body of Knowledge (Pmbok Guide) (Fifth Edition), Newtown Square: Project Management InstituteReeve, J., & Deci, E. L. (1996), “Elements of the competitive situation that affect intrinsic motivation,” Personality and Social Psychology Bulletin, 22(1), 24–33.Reeves, B., & Read, J. L. (2013), Total engagement: How games and virtual worlds are changing the way people work and businesses compete, Boston, Massachusetts: Harvard Business Press.Robbins, S. P., & Redford-Chambers, T. (1989), Organizational Behavior: Concepts, Controversies, and Applications, New Jersey: Prentice Hall.Ryan, R. M., & Deci, E. L. (2000), “Intrinsic and extrinsic motivations: Classic definitions and new directions,” Contemporary Educational Psychology, 25(1), 54–67.Ryan, R. M., Vallerand, R. J., & Deci, E. L. 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(1981), The Implementation of project management: the professional’s handbook. Newtown Square: Project Management Institute.Susi, T., Johannesson, M., & Backlund, P. (2007), “Serious Games : An Overview. Institutionen för kommunikation och information,” http://www.diva-portal.org/smash/record.jsf?pid=diva2:2416Thom, J., Millen, D., & DiMicco, J. (2012), Removing Gamification from an Enterprise SNS, In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work (pp. 1067–1070). New York.Werbach, K., & Hunter, D. (2012), For the win: how game thinking can revolutionize your business, Philadelphia: Wharton Digital Press.Xu, Y. (2011), Literature Review on Web Application Gamification and Analytics. Honolulu, Honolulu: HI.Zichermann, G., & Cunningham, C. (2011), Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, Sebastopol, California: O’Reilly Media, Incorporated. 描述 碩士
國立政治大學
資訊管理研究所
101356031
102資料來源 http://thesis.lib.nccu.edu.tw/record/#G0101356031 資料類型 thesis dc.contributor.advisor 梁定澎 zh_TW dc.contributor.advisor Liang, Ting Peng en_US dc.contributor.author (Authors) 鄭云筠 zh_TW dc.contributor.author (Authors) Cheng, Yun Yun en_US dc.creator (作者) 鄭云筠 zh_TW dc.creator (作者) Cheng, Yun Yun en_US dc.date (日期) 2013 en_US dc.date.accessioned 1-Apr-2015 10:12:25 (UTC+8) - dc.date.available 1-Apr-2015 10:12:25 (UTC+8) - dc.date.issued (上傳時間) 1-Apr-2015 10:12:25 (UTC+8) - dc.identifier (Other Identifiers) G0101356031 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/74303 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 資訊管理研究所 zh_TW dc.description (描述) 101356031 zh_TW dc.description (描述) 102 zh_TW dc.description.abstract (摘要) 「專案」是各領域和企業所重視的工作形式,其中「人」是專案團隊的核心角色,如何做好專案人員的管理以達有效的協作與溝通是專案管理的重要課題。近年來「遊戲化」一詞興起,多數企業將遊戲化應用在企業流程之中試圖激勵員工的表現,然而在學術界遊戲化尚未在專案管理的領域中被採用。本研究旨在探討遊戲化機制在專案管理之應用,並透過系統實作的方式來顯示遊戲化機制可以如何整合到專案管理的系統中並提升專案績效。首先,本研究透過Fogg行為模式(Behavior Model)發展出以遊戲化機制作為行為的趨動因子,使專案成員能夠投入專案中,進而提出加入遊戲化機制可以提升專案主觀與客觀績效之假說;同時期望找出遊戲化機制適用的專案情境(專案類型)。研究以分析、整合與評估三階段策略進行,首先透過文獻探討找出專案管理適用之遊戲化機制並分析專案情境;接著設計遊戲化機制模組整合進專案管理工具;最後評估階段以實驗法針對「規劃」與「發想」兩類型專案分別進行遊戲化的專案管理,受測團隊使用具備積分、徽章與排行榜等遊戲化機制的專案管理工具,並在進行專案任務後測量遊戲化機制對其主觀和客觀績效影響。研究結果顯示,遊戲化機制能提升發想型專案之客觀績效,表示其對於專案成員工作相依性低與產出結構限制低之專案有正向影響力;然而在主觀績效方面,由於排行榜機制帶來組內競爭,使得團隊成員之主觀績效感受呈現負面影響。因此,遊戲化機制需要依據不同的專案類型特性作設計,透過積分和徽章激勵團隊成員,並加上適當的競爭感,方能有效提升專案的績效。 zh_TW dc.description.abstract (摘要) Project is a common task form in most organizations. Human plays the central role of a project team. So, it’s important to manage human resources to have effective collaboration and communication. Recent years, the idea of “Gamification” has been adopted in enterprise processes to improve employee’s performance. However, the concept of gamification has not been studied in project management domain.The purpose of this study is to investigate the application of gamification in project management and how to integrate the gamification mechanism into project management systems to improve project performance. First, this study used Fogg’s Behavior Model to develop an research framework to include gamification as a behavioral trigger. Then, hypotheses about gamification on team performance were proposed. This study used the three-step research strategy (analysis, integration and evaluation). First, applicable gamification mechanisms were identified through literature review and project context analysis. Second, a project management tool that integrates the identified gamification mechanisms were developed. Finally, two types of projects were chosen to evaluate the gamification mechanisms in an experimental study.The study finds that gamification could improve objective performance of brainstorming projects with low task dependency and unstructured outcome. However, gamification had negative influences on subjective team performance, probably due to its creation of competition within the project team. Therefore, we conclude that the application of gamification mechanisms needs to consider the nature of projects. en_US dc.description.tableofcontents 第一章 緒論 1第一節 研究背景與動機 1第二節 研究目的與研究問題 3第二章 文獻探討 3第一節 專案 32.1.1 專案定義 32.1.2 專案團隊定義 42.1.3 專案管理 5第二節 遊戲化概念 52.2.1 遊戲定義 52.2.2 遊戲化定義 62.2.3 遊戲元素與機制 82.2.4 遊戲元素特性 112.2.5 非遊戲情境 12第三節 遊戲化應用 132.3.1 遊戲化設計框架 132.3.2 遊戲化應用文獻 17第四節 動機與行為理論 182.4.1 內在動機 182.4.2 沉浸理論(Flow Theory) 202.4.3 行為模式(Fogg Behavior Model) 20第三章 研究方法 23第一節 研究架構 23第二節 研究流程 25第三節 遊戲化機制與專案情境分析 263.3.1 遊戲機制特性分析 263.3.2 遊戲化機制選擇 283.3.3 專案情境分析 29第四節 遊戲化專案管理工具設計 303.4.1 管理工具功能與現有工具分析 303.4.2 系統設計與實作 31第五節 研究設計 37第六節 研究對象 40第七節 變數的操作型定義 40第八節 資料統計與分析方法 42第四章 研究分析 43第一節 樣本基本資料檢定分析與描述 43第二節 信效度分析 45第三節 研究假說之檢定 47第四節 研究結果彙整 54第五章 結論與建議 56第一節 研究結論 56第二節 研究貢獻 59第三節 研究限制與建議 59參考文獻 62附錄一 問卷內容 69 zh_TW dc.format.extent 2526714 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0101356031 en_US dc.subject (關鍵詞) 遊戲化 zh_TW dc.subject (關鍵詞) 專案管理 zh_TW dc.subject (關鍵詞) 專案績效 zh_TW dc.subject (關鍵詞) Gamification en_US dc.subject (關鍵詞) Project Management en_US dc.subject (關鍵詞) Project Performance en_US dc.title (題名) 遊戲化機制對專案團隊績效之影響 zh_TW dc.title (題名) Effects of Gamification on Project Team Performance en_US dc.type (資料類型) thesis en dc.relation.reference (參考文獻) 一、中文部分王釋逸. 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