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Personalo motyvavimo sistemos poveikis projektų valdymui informacinių technologijų įmonėse / Influence on personnel motivation system for project management in information technology companiesJuozaitienė, Rūta 23 December 2014 (has links)
Informacinių technologijų įmonėse projektai sulaukia daug dėmesio, kadangi šiose įmonėse veikla be projektų praktiškai neįmanoma. Dėl šios priežasties labai svarbu, kad būtų užtikrintas efektyvus projektų valdymas. Visai organizacijos veiklai, darbuotojų efektyviam darbui didelę įtaką daro motyvavimo įmonėje sistema. Kadangi pačiame projektų valdyme dalyvauja įmonės darbuotojai, norint pasiekti efektyvių rezultatų, motyvavimo sistemai čia turėtų būti skiriamas didelis dėmesys. Įmonės turėtų išsiaiškinti, kas motyvuoja jos darbuotojus vykdant tam tikrus projektus, ir atitinkamai taikyti motyvavimo sistemą. Darbo objektas yra motyvavimo sistema, daranti poveikį projektų valdymui. Darbo uždaviniai: • Įvertinti personalo motyvavimo sistemos ypatumus; • Įvertinti projektų valdymo būtinumą; • Pateikti projekto valdymo etapus; • Įvertinti pagrindinius projektų valdymo būdus; • Sukurti teorinį personalo motyvavimo sistemos poveikio projektų valdymui modelį; • Įvertinti pasirinktų IT įmonių personalo motyvavimo sistemą bei projektų valdymą bei nustatyti jų ryšį. Atsižvelgiant į tai, kokios motyvavimo priemonės daro didžiausią poveikį atskiriems projektų valdymo etapams, didesnį dėmesį reikėtų skirti ne visoms priemonėms, o toms, kurios labiausiai įtakoja projektų valdymą. Matant, kas darbuotojų nemotyvuoja kiekvienu projekto valdymo etapu, galima būtų toms priemonėms konkrečiame etape dėmesio skirti mažiau, atitinkamai labiau sureikšminant tuos motyvavimo elementus, kurie daro... [toliau žr. visą tekstą] / The projects attract much attention in the companies of information technologies because the activity of these companies is almost impossible without the projects. Therefore it is very important to secure effective management of the projects. The motivation system in the company has big influence on the entire activity of the organization and effective work of the employees. As the company’s employees take part in the management of the projects, in order to achieve effective results, the motivation system should get big attention. The companies should learn, what motivates their employees while executing certain projects, and apply the motivation system accordingly. The object of the work is motivation system that affects project management. Tasks of the work: • to assess the peculiarities of motivation system of the personnel; • to assess the necessity of project management; • to present the management stages of the project and the main management modes of the projects; • to create the theoretical model of the impact of motivation system of the personnel on the project management; • to assess the motivation system of the personnel in selected IT companies, project management, and to determine their relations. Taking into account the motivation means, which have the biggest impact on separate stages of project management, the bigger attention should be paid not to all the means, but to the ones, which affect the project management the most. When it is seen that the employees... [to full text]
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Autotelic Principle : the role of intrinsic motivation in the emergence and development of artificial language / Autotelic Principle : le rôle de la motivation dans l'apparition et développement du langage artificielCornudella Gaya, Miquel 19 December 2017 (has links)
Dans cette thèse nous étudions le rôle de la motivation intrinsèque dans l’émergence et le développement des systèmes communicationnels. Notre objectif est d’explorer comment des populations d’agents artificiels peuvent utiliser un système de motivation computationnel particulier, appelé l’autotelic principle, pour réguler leur développement linguistique et les dynamiques qui en résultent au niveau de la population.Nous proposons d’abord une mise en œuvre concrète de l’autotelic principle. Le noyau de ce système repose sur l’équilibre des défis, des tâches à accomplir afin d’atteindre un objectif, et des compétences, les capacités que le système peut utiliser pour accomplir les différentes tâches. La relation entre les deux éléments n’est pas stable mais se déstabilise régulièrement lorsque de nouvelles compétences sont acquises, ce qui permet au système de tenter des défis de plus grande complexité. Ensuite, nous testons l’utilité de ce système de motivation dans une série d’expériences sur l’évolution du langage. Dans le premier ensemble d’expériences, une population d’agents artificiels doit développer une langue pour se référer à des objets ayant des caractéristiques discrètes. Ces expériences se concentrent sur la façon dont les systèmes communicatifs non ambigus peuvent émerger lorsque l’autotelic principle est utilisé pour réguler le développement du langage en étapes de difficulté croissante. Dans le deuxième ensemble d’expériences, les agents doivent créer un langage artificiel pour communiquer sur des couleurs. Dans cette partie, on explore comment le système de motivation peut contrôler la complexité linguistique des interactions pour un domaine continu et on examine aussi la validité de l’autotelic principle en tant que mécanisme permettant de réguler simultanément plusieurs stratégies linguistiques de difficulté similaire. En résumé, nous avons démontré à travers de notre travail que l’autotelic principle peut être utilisé comme un mécanisme général pour réguler la complexité du langage développé de manière autonome en domaines discrets et continus. / This thesis studies the role of intrinsic motivation in the emergence and development of communicative systems in populations of artificial agents. To be more specific, our goal is to explore how populations of agents can use a particular motivation system called autotelic principle to regulate their language development and the resulting dynamics at the population level.To achieve this, we first propose a concrete implementation of the autotelic principle. The core of this system is based on the balance between challenges, tasks to be done to achieve a goal, and skills, the abilities the system can employ to accomplish the different tasks. The relation between the two elements is not steady but regularly becomes destabilised when new skills are learned, which allows the system to attempt challenges of increasing complexity. Then, we test the usefulness of the autotelic principle in a series of language evolution experiments. In the first set of experiments, a population of artificial agents should develop a language to refer to objects with discrete values. These experiments focus on how unambiguous communicative systems can emerge when the autotelic principle is employed to scaffold language development into stages of increasing difficulty. In the second set of experiments, agents should agree on a language to communicate with about colour samples. In this part, we explore how the motivation system can regulate the linguistic complexity of interactions for a continuous domain and examine the value of the autotelic principle as a mechanism to control several language strategies simultaneously. To summarise, we have shown through our work that the autotelic principle can be used as a general mechanism to regulate complexity in language emergence in an autonomous way for discrete and continuous domains.
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Vilken betydelse kan spelifiering ha för den inre motivationen? : En kvalitativ studie om den engagerade användarens drivkrafter, attityder och upplevelser.Kjellén, Viktor, Wester, Puck January 2017 (has links)
En grundfaktor för att en digital tjänst ska komma till användning är vilken motivation den ger användarna. Med detta i åtanke bör de motivationer tänkta användare av en tjänst har, kartläggas och ämnas uppfyllas. Syftet med denna studie har varit att undersöka hur spelifiering kan påverka användares engagemang och motivation för en social speltjänst. Studien utgick ifrån teorimodellen HMSAM (Hedonic-Motivation System Adaption Model), för att förstå hur uppfattad användarvänlighet, uppfattad användarnytta, glädje, kontroll och nyfikenhet kan leda till inre motivation, med tillägget spelifiering som en faktor. En modell och en tes över hur detta kunde samverka skapades, och därifrån undersöktes studiens frågeställning genom semistrukturerade intervjuer, där fokusområdet var en social speltjänst, som hjälper människor att spela tillsammans på travspel, och de tillfrågade användarna lagkaptener för lag som använder sig av tjänsten. Frågor rörande motivation, engagemang, social kontakt och relationer, samt glädje ställdes. Mönster gjordes utifrån resultatet, och dessa kategoriserades sedan inom relevanta områden. Undersökningens resultat visade att tjänsten redan bistår med hög upplevd- användarvänlighet och användarnytta samt kontroll. Områden där motivationen skulle kunna ökas är glädjen och nyfikenheten - även om det i dagsläget finns en del som främjar detta, framkom det att stödet för de två känslorna inte existerar fullt ut. Datan från intervjuerna resulterade i tre gränssnittsförslag på hur spelifiering skulle kunna implementeras för användarna på den befintliga webbsidan. Gränssnitten som togs fram antas öka den inre motivationen genom att bistå med infrastruktur dels för direkt och tydlig kommunikation - som väntas leda till att användarna upplever ökad glädje och nyfikenhet, och dels en möjlighet att tävla lag emellan - som väntas leda till ökad nyfikenhet. Studien visade att bland användarnas största motivation till användning var möjligheten att spela tillsammans, där gränssnitten som tagits fram kan bidra med en starkare social känsla och att underhålla den solidaritet många känner med sitt lag. Vidare testning av gränssnitten behöver göras över en längre period för att kunna verifiera förändringarnas påverkan på det fortsatta engagemanget och motivationen. / A key factor for the use of a digital service is which motivation it provides the users with, where the intrinsic- and extrinsic motivations are triggered by different functions, elements and feeling. With this in mind, the different motivations of the service’s users should be researched and strived to be fulfilled. The purpose of this study has been to examine how Gamification can affect users engagement and motivation regarding a social game service. The theory of the study has been grounded in the theory model HMSAM (Hedonic-Motivation System Adaption Model), to understand how perceived ease of use, perceived usefulness, joy, control and curiosity can lead up to intrinsic motivation, with Gamification as a contributing factor to the motivation. With the support of these two main subjects, a model and thesis were formed on how this could work together. The method used in this study was semi structured interviews, where the focus area was the social game service ‘ATG Tillsammans’ - which provides a platform for people to bet on horse racing together, and the subjects were captains for teams on that platform. The results of the study showed that the service already provides highly perceived ease of use and usefulness, and control. The areas where the motivation could be increased are joy and curiosity - even though they are somewhat supported today, the results indicated that the support wasn’t enough. The data from the interviews resulted in three different interface proposals, where Gamification was significant in the design process. The created interfaces are assumed to increase the intrinsic motivation, by providing an infrastructure for direct and clear communication - which is expected to lead the users perceiving more joy and curiosity, and also an opportunity to compete between the teams - which is presumed to lead to increased curiosity for the service. The study showed that among the users largest motivation for using the service was the opportunity to bet together with others, where the interface proposals could lead to a stronger social feeling och help maintain the solidarity that many feel towards their own team. Further research and testing over time is needed, to be able to verify the alterations effect on the continued engagement and motivation.
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Microtransactions and lotteries in video-games / Mikrotransaktioner och lotterier i videospelBarkman, Simon, Mattsson, Marcus January 2019 (has links)
Microtransactions are part of a business model used almost extensively in the video-gaming industry where developers offer virtual goods or features via micropayments. The concept is relatively new and still unknown to many but deeply rooted in modern video-game developers’ business strategies. Microtransactions are found in smartphone applications, online games played on computer or gaming consoles, and while the concept might be unfamiliar to many, the odds are most have encountered it. Most published games will feature in-game purchases where users have to option to purchase features, items or content for a small amount of money. A microtransaction in its most simplistic form is ad-removal, here developers offer the user a way to get rid of ads by charging a small amount, like $.99. While one microtransaction may seem insignificant, multiple impulsive purchases can quickly add up to considerable sums. This has resulted in the use of microtransactions becoming the most profitable business strategy for game developers. This study seeks to describe what stimulates a person to complete a purchase by using the components of hedonic motivation from the HMSAM theory leading to the research question: Which hedonic motivations induce use of microtransaction systems and does it vary by age? To research the phenomena a quantitative questionnaire was formed based on hedonic motivations, including three motivations added by the author, gathering responses from 398 video-game players having completed a microtransaction purchase. After analyzing the results, some components protruded more than others while the consensus suggested that the influence of hedonic motivation was comparatively low. The argument for this outcome may be that players see in-game items as objects of real-world value, making the microtransaction system within a game a utilitarian-motivation system. The general attitude towards microtransactions appeared to be poor which contradicts some elements of previous research while supporting others. This thesis will contribute to the field of informatics by complementing the traditional technology acceptance model (TAM) with hedonic motivations, as proposed by Lowry et al. in 2013. The author of this study argue it is a modernized way of researching intentions to use asort of system.
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套票型式與消費者規範導向對轉換與續購行為之影響 / The Effects of Bundled Ticket Forms and Consumer Regulatory Focus on Switching and Repurchase Behavior邱亞康, Chiu ,Ya-Kang Unknown Date (has links)
本研究經由兩個系列的實驗設計以探討套票的使用行為與續購行為。其中,實驗一是以虛擬情境檢視套票型式影響消費者的使用意圖,並以受測者的規範導向做為調節變數;實驗二則更進一步地以較接近真實生活的情境來進行操弄,更明確地檢測了消費者對套票的實際使用情形以及續購行為,除仍以受測者的生理規範導向做為調節變數,另探討了套票持有的前期與後期對使用行為的調節效果。
實驗一的結果顯示透過不同套票類型所引發持有者沉入成本上的差異,可能導致受測者在套票的使用意願不同。具體來說,愈是能讓受測者感受到不使用便等同於虧損的套票,受測者的使用意願便會更高。此外,不同規範導向的受測者所重視的目標不同。積極導向動機較強的受測者,行為較易受到努力得到想要結果的動機驅策,所以比較在意結果是否能獲得之前欠缺的東西;反過來說,保守導向動機較強的受測者,行為較易受到努力保持現有結果的動機引導,所以比較在意結果是否會失去之前擁有的東西。以不同動機系統為主的不同類型受測者的行為會有很大的差異。積極導向者比較容易追尋更完美的結果,所以當競爭者推出可能是較佳的替代品時,轉換意願較高;至於保守導向者則較在意持有現有可接受的結果,所以發現可能是較佳的替代品時,則寧願使用手中持有的套票。
至於實驗二的結果則顯示受測者在套票持有的前期較易於使用套票,換言之,隨著套票持有的時間愈久,對未使用完畢套票的沉入成本感受會隨著時間降低,使用套票的可能性也就因此愈低。此外,不同的套票型式對保守導向者的影響比較大,對保守導向動機較強的受測者而言,若所持有的套票型式是較容易感受到當未使用套票時,就意謂著沉入成本無法回收時,使用套票的意願會較高。而當持有的型式是較不容易感受到套票成本的型式時,使用此套票的可能性就相對降低了。但是積極導向動機系統為主的受測者來說,套票的實體型式對使用行為的差異就不太明顯了。不同型式的套票,並不會對積極導向者產生太大使用行為上的差異。
若保守導向者持有的是較容易感受到此套票成本的型式時,在套票持有的前期與後期間的使用差距不太會有明顯的改變,也就是說,他們比較不會因為套票持有的時間較久就明顯地降低使用行為,但若持有的是比較不容易感受到成本的套票時,在套票持有的後期會比前期容易不去使用套票。至於對積極導向者來說,這項因為套票型式上的差別造成在持有套票的前期與後期使用套票上的變化就不太明顯,事實上,積極導向者無論持有何種型式的套票,在後期都會明顯的降低使用套票的行為。
當套票使用完畢後,原持有的是較不容易感受到成本的套票型式受測者,續購意願比較高。而原持有的是較容易感受到套票成本的型式時,相對上的續購意願會較低。這項影響僅對保守導向者有影響,至於對積極導向者來說,就沒有什麼明顯的差異。
研究的結果大致與研究假說一致,因此,對於理論與實務上亦據本研究的結論提一些的建議。
關鍵詞: 沉入成本效果、規範導向論、動機系統、價格組合、套票、認知評估論 / This study utilized two experimental designs in testing consumer behavior in the usage and repurchase of bundled tickets (price bundling). In the first experiment, a traditional context was employed by using respondent regulatory focus as the moderator to test the impact of bundled ticket types on consumer usage intention. In the second experiment, a more realistic context was employed to examine consumers’ real usage and repurchase behavior with the bundle. Here in addition to using respondents’ regulatory focus as pure-moderator, study two also included bundling quasi-moderator—possession phases.
The results of the first study showed that the difference in sunk cost effects caused by the two types of bundling would result in different bundling utilization intentions. Moreover, respondents within different motivation systems showed significantly different behavior patterns—promotion focus respondents were more likely to seek better gains, thus when competitors provided better alternatives, these respondents were more likely to make the switch. Prevention focus respondents, on the other hand, cared more about losses, making them more likely to remain with the original service provider.
The result of the second study showed that compared with the later phase, bundling usage propensity was higher in the earlier holding phase. Moreover, different forms of bundled tickets had different extent influences on prevention focus respondents. Prevention focus respondents held that separate types caused them to have higher intentions in using bundling, but they would be relatively less likely to use bundling when they were in possession of an integrated one. However, the effect of different types of bundling on the usage behavior of promotion focus respondents was not significant.
Among prevention focus respondents who were more sensitive to bundled ticket costs, there is no significant difference in their utilization of bundling from earlier to later phases. However, if the bundled tickets in possession were the integrated type, they were less likely to use the tickets in the later phase than in the earlier one. Regarding promotion focus respondents, the effect of bundled ticket form in the usage of said tickets in the two phases was not significant. In fact, no matter what form the bundling took, promotion focus respondents displayed significantly less use for the bundling in the later phase.
Bundling possession forms had the direct impact on repurchasing behavior. In this regard, respondents holding integrated bundling types displayed a higher incidence of repurchase behavior. This was, however, only effective when it came to prevention focus respondents; no significant difference was found regarding promotion focus respondents.
The results of this study yielded suggestions for both theoretical and practical areas.
Key Words: Sunk Cost Effect, Regulatory Focus Theory, Motivation Systems, Price Bundling, Bundled Ticket, Cognitive Evaluation Theory
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