大型多人在线角色扮演游戏中的领导行为模型

Li-Chun Huang, Chia-ping Yu
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摘要

本研究以自我监控理论为基础,整合团队氛围、游戏设计、领导自我效能感和领导经验的建构,对mmorpg中的领导行为进行研究。作者采用问卷调查的方式(共138个样本)来观察mmorpg中的领导行为。研究结果表明,群体氛围、游戏设计和领导自我效能感对领导力有正向影响。从理论的角度来看,作者的研究证实了领导者根据他们感知到的群体氛围、他们作为领导者的自信程度以及网络游戏系统提供的功能来调整和控制自己的行为。作者认为,在mmorpg中,缺乏社交技能的领导者会主动与他人进行社交互动;这可以帮助他们发展领导力自我效能,或者通过有效的游戏设计来管理他们的团队。
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A Model of Leadership Behavior in Massively Multiplayer Online Role-Playing Games
Based on self-monitoring theory, this study integrates the constructs of group climate, game design, leadership self-efficacy, and leadership experiences to investigate leadership behavior in MMORPGs. The authors adopted questionnaires (138 samples) as a means to observe leadership behaviors in MMORPGs. The research results show that group climate, game design and leadership self-efficacy have a positive influence on leadership. From a theoretical viewpoint, the authors' studies confirm that leaders adjust and control their behavior according to what kind of group climate they perceive, how confidently they act as leaders and what functions are provided by the online game system. A practical implication of this study is that MMORPGs provide an opportunity for players to effectively and quickly learn leadership skills. The authors suggest that leaders who are lacking in social skills initiate social interactions with others on MMORPGs; this can help them develop leadership self-efficacy or manage their team through effective game designs.
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