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Title: | "匯玩"合作遊戲式企業教育訓練服務 "InfiniteGame": A Business Plan for Corporate Human Resource Training Service Based on Cooperative Games |
Authors: | 司徒嘉慧 Seetoo, Chia-huei |
Contributors: | 吳文傑 Wu, Jack 司徒嘉慧 Seetoo, Chia-huei |
Keywords: | 人力資源訓練 工作場所協作 企業文化 合作遊戲 劇場遊戲 human resource training workplace collaboration corporate culture cooperative games theater games |
Date: | 2021 |
Issue Date: | 2021-03-02 14:26:56 (UTC+8) |
Abstract: | InfiniteGame is a human resource training service provider aiming to re-kindle passion, collaboration, trust, and innovation in people working together through cooperative real-life and virtual games. Our service will be in three parts. The first part is conducting a pre-training collaboration status analysis questionnaire to understand the organization structure and collaboration mode, and making anonymous employee phone interviews to understand the pain points during client employees’ collaborations. The second part is a semi-customized on-site training that includes cooperative real-life and virtual games based on the results of the questionnaire and interviews. The third part is tracking the training result and helping the client cultivate a new collaborative corporate culture by a series of post-training 3-month follow-up games. With the impact of pandemic and the rise of digital technology and individualism, The Economist has predicted that what firms will need emphasizing in 2021 is new ways to bring employees together other than drinks on Zoom. Indeed, simply increasing the quantity of collaboration is not enough, InfiniteGame wants to provide a service that helps improve the quality of collaboration with better communications, more trust and creativity. Our semi-customized cooperative games will be different from those existing consensus camps in the market in three ways. First, our art-related cooperative games do not use physically challenging activities to emphasize competition or self-exhibition, rather we encourage individuals to discover themselves and each other, re-calibrate themselves in teams, and re-adapt to a new collaborative mindset with art-related games. Second, unlike those competitors using a one-fit-all curriculum, we semi-customize the games according to corporate’s specific conditions based on the results of our questionnaire and interviews. Third, while a traditional consensus camp is usually a one-time big long course happening in one day or two, which employees inevitably forget as time goes by, InfiniteGame provides a series of post-training 3-month follow-up games that will help cultivate new collaborative behaviors into new collaborative habits and eventually into a new collaborative corporate culture. |
Reference: | Reference Beyond team types and taxonomies: A dimensional scaling approach to team description. Hollenbeck, Beersma, & Shouten, 2012 Mobility, performance and engagement: How CIOs can contribute to business performance by shaping the employee experience, a report by The Economist Intelligence Unit, 2016 Employee Benefit News cited Gusto’s poll result, 2016, https://www.benefitnews.com/news/coworkers-benefits-matter-most-to-employees 86 percent of employees cite lack of collaboration for workplace failures, Fierce Inc, 2011, https://fierceinc.com/employees-cite-lack-of-collaboration-for-workplace-failures/ Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives by Dirk Ifenthaler, Springer, 2012 Finite and Infinite Games, James P. Carse, 2013 The Trusted Advisor, David H. Maister, Charles H. Green, and Robert M. Galford, 2001 Organigraphs: Drawing How Companies Really Work by Henry Mintzberg and Ludo Van der Heyden, Harvard Business Review, 1999, https://hbr.org/1999/09/organigraphs-drawing-how-companies-really-work How Are Habits Formed: Modelling Habit Formation in The Real World by Phillippa Lally, Cornelia H. M. Van Jaarsveld, Henry W. W. Potts and Jan Wardle, University College London, London, UK, 2009 The Power of Habit: Why We Do What We Do in Life and Business by Charles Duhigg, 2012 The 2017 Report of Talent Training Survey of Taiwan Top 2000 Companies by CommonWealth Magazine (2017年天下2000大企業人才培育調查分析白皮書,天下雜誌),https://www.leadercampus.com.tw/desktop/file-info/white-paper The 2018 Report of Talent Training Survey of Taiwan Top 2000 Companies by CommonWealth Magazine (2018年天下2000大企業學習調查報告AI時代的人才策略,天下雜誌),https://www.leadercampus.com.tw/desktop/file-info/white-paper The 2019 Report of Talent Training Survey of Taiwan Top 2000 Companies by CommonWealth Magazine (2019年天下2000大企業數位轉型與人才大調查六大產業分析報告,天下雜誌) ,https://www.leadercampus.com.tw/desktop/file-info/white-paper 2018 Corporate Training Need and Talents Development Trend questionnaire, Chinese Personnel Executive Association,(2018企業教育訓練需求與人才培育趨勢問卷調查,中華人事主管協會),https://www.hr.org.tw/news2.asp?ctype=4&autono=7034 2020 Small and Medium Enterprise White Book published by Ministry of Economic Affairs, Taiwan, R.O.C. (2020年中小企業白皮書(全)_v1.pdf) Bonding from Home: Corporate Life, The Economist Espresso, 2020, https://espresso.economist.com/aff390f6bf9e8036f52a75448b087ca2 The World in 2021, Firms will need to find new ways to bring employees together, and not just through drinks on Zoom, The Economist, 2020, https://www.economist.com/the-world-ahead/2020/11/17/firms-will-need-to-find-new-ways-to-bring-employees-together |
Description: | 碩士 國立政治大學 國際經營管理英語碩士學位學程(IMBA) 107933005 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0107933005 |
Data Type: | thesis |
DOI: | 10.6814/NCCU202100205 |
Appears in Collections: | [國際經營管理英語碩士學程IMBA] 學位論文
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