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    政大典藏 > College of Commerce > Department of MIS > Theses >  Item 140.119/74303
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/74303


    Title: 遊戲化機制對專案團隊績效之影響
    Effects of Gamification on Project Team Performance
    Authors: 鄭云筠
    Cheng, Yun Yun
    Contributors: 梁定澎
    Liang, Ting Peng
    鄭云筠
    Cheng, Yun Yun
    Keywords: 遊戲化
    專案管理
    專案績效
    Gamification
    Project Management
    Project Performance
    Date: 2013
    Issue Date: 2015-04-01 10:12:25 (UTC+8)
    Abstract: 「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.
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    Description: 碩士
    國立政治大學
    資訊管理研究所
    101356031
    102
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0101356031
    Data Type: thesis
    Appears in Collections:[Department of MIS] Theses

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