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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

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.

劉瑋 Unknown Date (has links)
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.
22

Describing and understanding team integration in new product development : a case study

Lamirande, Maxim 04 1900 (has links)
Mémoire en recherche par le design / Étant donné que les problèmes en développement de produits sont de plus en plus complexes et difficiles à résoudre, le rôle des designers est en changement continu. Ils sont de plus en plus impliqués dans les équipes multi-disciplinaires dès le début d’un projet. Des compagnies adoptent une approche de travail d’équipe qui réunit plusieurs bases de connaissances (disciplines, expertises) différentes dans un seul groupe. Tandis que ces groupes donnent accès à plusieurs bases de connaissances différentes, les membres de l’équipe doivent surmonter le défi de communiquer, négocier et développer une compréhension partagée des objectifs à travers leurs raisonnements différents et parfois opposés. En tant que designer junior, ces dynamiques peuvent intimider, puis faire le pont entre les points de vue différents peut paraître difficile. Afin d’améliorer l’intégration dans une équipe, une réflexion sur les dynamiques mêmes est nécessaire, mais il semble y avoir peu de moyens pour bien expliquer les interactions. Cette recherche se penche donc sur la question de comment décrire et mieux comprendre l’intégration dans une équipe en tant que designer nouvellement impliqué dans un projet et une équipe multi-disciplinaire. Afin d’y répondre, cette recherche créé d’abord un cadre théorique centré sur l’implication d’un designer dans le processus, la gestion de la complexité, le travail en équipe, puis l’intégration efficace à travers le développement d’une compréhension partagée. Une étude de cas qualitative est menée par une approche nommée Research-through-Design (recherche par le design dans le contexte d’un projet) qui permet de jouer le double rôle de chercheur et designer. La collecte de données se fait surtout par journal de bord et observations participantes afin de documenter les actions et réflexions d’un designer qui s’implique dans une équipe multi-disciplinaire menant des projets de développement de nouveaux produits. D’après les données recueillies, cette recherche tente décrire et mieux comprendre le cas en utilisant les catégorisations empiriques des facteurs qui influencent le développement d’une compréhension partagée proposées par Kleinsmann, Valkenburg et Buijs (2007). Grâce à ce cadre d’analyse, la description et réflexion sur l’intégration dans l’équipe furent un succès. Toutefois, cette recherche propose quelques précisions au cadre d’analyse ayant pour but d’y améliorer et faciliter l’observation, la description et la réflexion sur les dynamiques d’équipe pour des futurs designers juniors. Cette recherche espère donc proposer un appui aux designers pour développer leurs compétences à mieux travailler en équipes multi- disciplinaires. / As new product development continues to change, designers appear increasingly involved in multi- disciplinary teams from the outset of project inception. This is due to the progressively challenging, multifaceted, and complex problems design must resolve. After all, no single individual possesses the knowledge to create most new products. Companies depend on the teamwork of individuals with different knowledge bases who come together as a single design group. In breaking down silos and creating these integrated teams, overall effectiveness is threatened by their ability to communicate, negotiate, and develop a shared understanding of their goals and means of achieving them. As a junior designer, team dynamics can be intimidating. Bridging different and sometimes conflicting individual views is challenging. Tougher still is reflecting on and describing dynamics as they happen in practice. Without the ability to explain dynamics, identifying and improving team integration seems nearly impossible. As such, this research aims to address these constraints by finding a way to describe and better understand team integration in action. To accomplish this, a theoretical framework is developed to explore designer involvement, managing complexity, teamwork, and effective team integration. From this, a qualitative case study is conducted to reflect on teamwork in action using a Research-through-Design approach. This places design practice in the centre of research and allows the researcher to also play the role of a newly integrated designer. It relies extensively on journal entries and participative observations in order to create a story of designer involvement in new product development. In interpreting the data through an empirical categorisation of factors that are said to influence the development of a shared understanding (Kleinsmann, Valkenburg, & Buijs, 2007), a working description and reflection of team integration was achieved. In addition, this research proposes some amendments that aim to improve the framework and enable other junior designers to better observe, describe, and reflect on team dynamics in the future. This research therefore hopes to contribute by supporting designers in improving their ability to work effectively within multi-disciplinary new product development teams.
23

Aplikace systémové dynamiky v řízení projektů / Application of system dynamics in project management

Baláž, Ján January 2015 (has links)
The thesis deals with possibilities of an application of system dynamics methodics for an understanding and teaching the project management. A dynamic simulation model has been created for this purpose by using Vensim. A web simulator for the project management, which is based on the simulation model, has been created in the next part of the thesis. The benefit of the simulator over the model is its user- friendliness and its self-explanatory graphic interface, which makes it possible to use the simulation model for purposes of teaching and further reaserch in the field of project management. Powered by TCPDF (www.tcpdf.org)

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