政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/74303
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 97226/127873 (76%)
Visitors : 33740471      Online Users : 418
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    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: http://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
    Cheng, Yun Yun
    Keywords: 遊戲化
    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)。
    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.
    Reference: 一、中文部分
    王釋逸. (2010). 第155期 網路遊戲中的自我實現. 諮商心聞報. 文字. Retrieved March 28, 2014, from http://www.student.fcu.edu.tw/wSite/ct?xItem=99279&ctNode=8436&mp=220101&idPath=1808_8427
    林信惠, & 黃明祥. (2002). 軟體專案管理研究架構及趨勢. 資訊管理研究. 第四卷第一期, 31–64.
    周逵. (2013). 遊戲化:管理新定義 -商學院頻道-和訊網. 和訊商學院. Retrieved March 28, 2014, from http://bschool.hexun.com.tw/2013-04-19/153343138.html
    許建民, & 高俊雄. (2006). 青少年休閒參與動機模式之研究. 大專體育學刊, 8(3), 51–63.
    張倉榮, 胡國強, & 侯君溥. (民87). 企業內專案團隊效能模式之研究. 中華管理評論, 1(1).
    葉桂珍, & 汪美香. (2003). 資訊管理專業人員之專案團隊認同與其工作壓力及工作滿足之關係. 臺大管理論叢, 14(1), 79–18.
    賴志宏. (2011). 專案的主要功能與類型. Kris專案管理顧問. 文字. Retrieved August 19, 2014, from http://www.krispmschool.com/pmsystemmodel/pmdef/13projtype.php

    Anderson, A., Huttenlocher, D., Kleinberg, J., & Leskovec, J. (2013), Steering user behavior with badges, in Proceedings of the 22nd international conference on World Wide Web, Switzerland.
    Bree, J. V. (2011), “The End of the Rainbow: In search of crossing points between organizations and play,” http://www.digra.org/wp-content/uploads/digital-library/11312.16278.pdf
    Caillois, R. (2001), Man, play, and games, Chicago: University of Illinois Press.
    Castronova, E., & Michaud, L. (2010), “Dossier-New Challenges for the Video Game Industry-General Overview,” Communications and Strategies, 73(1), 9.
    Csikszentmihalyi, M. (1997), Finding flow: The psychology of engagement with everyday life, New York: Basic Books.
    Davidson, J. (2002), The new project management tools for an age of rapid change, complexity, and other business realities, San Francisco: Jossey-Bass.
    Deci, E. L., & Ryan, R. M. (1991), “A motivational approach to self: Integration in personality,” In Nebraska symposium on motivation, 38, 237–288.
    Deci, E. L., & Ryan, R. M. (2002), Handbook of self-determination research, New York: University Rochester Press.
    Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011), Gamification. Using Game-design Elements in Non-gaming Contexts, In CHI ’11 Extended Abstracts on Human Factors in Computing Systems, New York.
    Dignan, A. (2011), Game frame: Using games as a strategy for success, New York: Simon and Schuster.
    Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013), “Gamifying learning experiences: Practical implications and outcomes,” Computers & Education, 63, 380-392.
    Dubois, D. J., & Tamburrelli, G. (2013a), Understanding gamification mechanisms for software development, In Proceedings of the 2013 9th Joint Meeting on Foundations of Software Engineering, Russia.
    Eickhoff, C., Harris, C. G., de Vries, A. P., & Srinivasan, P. (2012), Quality through flow and immersion: gamifying crowdsourced relevance assessments, In Proceedings of the 35th international ACM SIGIR conference on Research and development in information retrieval, Oregon.
    Farzan, R., & Brusilovsky, P. (2011), “Encouraging user participation in a course recommender system: An impact on user behavior,” Computers in Human Behavior, 27(1), 276–284.
    Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S., & Mandryk, R. L. (2011), Calibration games: making calibration tasks enjoyable by adding motivating game elements, In Proceedings of the 24th annual ACM symposium on User interface software and technology, USA.
    Fogg, B. J. (2009), A behavior model for persuasive design, In Proceedings of the 4th international conference on persuasive technology, USA.
    Fontijn, W., & Hoonhout, J. (2007), Functional Fun with Tangible User Interfaces, In DIGITEL.
    Goodman, P. S., Ravlin, E. C., & Schminke, M. (1987), Understanding groups in organizations, JAI Press.
    Groutz, A., Blaivas, J. G., Chaikin, D. C., Resnick, N. M., Englenam, K., Anzalone, D., … Wein, A. J. (2000), “Noninvasive Outcome Measures of Urinary Incontinence and Lower Urinary Tract Symptoms: A Multicenter Study of Micturition Diary and Pad Tests,” The Journal of Urology, Vol.164, No.3, pp.698–701.
    Halan, S., Rossen, B., Cendan, J., & Lok, B. (2010), High Score!-Motivation Strategies for User Participation in Virtual Human Development. In Intelligent Virtual Agents (pp. 482–488). Berlin: Springer.
    Hamari, J., & Koivisto, J. (2013), Social motivations to use gamification: an empirical study of gamifying exercise. 27th Conference of the European Colloid and Interface Society, Sofia, Bulgaria.
    Hamari, J., Koivisto, J., & Sarsa, H. (2014), Does Gamification Work?—A Literature Review of Empirical Studies on Gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences, Hilton Waikoloa, Big Island.
    Hunicke, R., LeBlanc, M., & Zubek, R. (2004), MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, San Jose, California.
    Jane, M.C. (2010), “Jane McGonigal: Gaming can make a better world,” http://www.youtube.com/watch?v=dE1DuBesGYM&feature=youtube_gdata_player
    Jewell, L. N., & Reitz, H. J. (1981), Group effectiveness in organizations. Glen‐view, IL: Scott, Foresman.
    Jung, J. H., Schneider, C., & Valacich, J. (2010), “Enhancing the motivational affordance of information systems: The effects of real-time performance feedback and goal setting in group collaboration environments,” Management Science, 56(4), 724–742.
    Juul, J. (2005), “Half-real.” Video Games between Real Rules and Fictional Worlds. Video Games between Real Rules and Fictional Worlds, Cambridge (Massachusetts) Und London: OLDENBURG.
    Juul, J. (2011), Half-Real: Video Games Between Real Rules and Fictional Worlds, Cambridge, Massachusetts: MIT Press.
    Kanungo, R. N. (1982), “Measurement of job and work involvement,” Journal of Applied Psychology, 67(3), 341.
    Landers, R. N., & Callan, R. C. (2011), Casual social games as serious games: The psychology of gamification in undergraduate education and employee training. In Serious games and edutainment applications (pp. 399–423). Berlin: Springer.
    Lazzaro, N. (2014), “The 4 Keys 2 Fun | Nicole Lazzaro’s Blog,” http://www.nicolelazzaro.com/the4-keys-to-fun/
    Li, W., Grossman, T., & Fitzmaurice, G. (2012), GamiCAD: A Gamified Tutorial System for First Time Autocad Users. In Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology (pp. 103–112), New York.
    Liu, Y., Alexandrova, T., & Nakajima, T. (2011), Gamifying Intelligent Environments. In Proceedings of the 2011 International ACM Workshop on Ubiquitous Meta User Interfaces (pp. 7–12), New York.
    Locke, E. A. and Latham, G. P. (1990), A theory of goal setting and task performance. Englewood Cliffs, NJ: Prentice-Hall.
    Markland, D., & Tobin, V. J. (2010), “Need support and behavioural regulations for exercise among exercise referral scheme clients: The mediating role of psychological need satisfaction,” Psychology of Sport and Exercise, 11(2), 91–99.
    McFletcher, D. (1995), “Teaming By Design: Real Teams For Real People. Snapdeal.com,” http://www.snapdeal.com/product/teaming-by-design-real-teams/716464
    Deterding, S. (2011), “Meaningful Play: Getting Gamification Right,” http://www.youtube.com/watch?v=7ZGCPap7GkY&feature=youtube_gdata_player
    Meredith, J. R., & Mantel Jr, S. J. (2011), Project management: a managerial approach, Hoboken, New Jersey: John Wiley & Sons.
    Nieborg, D. B. (2005), Am I mod or not?—An analysis of first person shooter modification culture, In Creative Gamers Seminar—Exploring Participatory Culture in Gaming, University of Tampere, Finland.
    O’Donovan, S., Gain, J., & Marais, P. (2013), A case study in the gamification of a university-level games development course. In Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference (pp. 242–251), East London.
    Oja, M., & Riekki, J. (2012a), Ubiquitous framework for creating and evaluating persuasive applications and games, In Grid and Pervasive Computing Workshops (pp. 133–140). Berlin: Springer.
    Project Management Institute. (2013), A Guide to the Project Management Body of Knowledge (Pmbok Guide) (Fifth Edition), Newtown Square: Project Management Institute
    Reeve, J., & Deci, E. L. (1996), “Elements of the competitive situation that affect intrinsic motivation,” Personality and Social Psychology Bulletin, 22(1), 24–33.
    Reeves, B., & Read, J. L. (2013), Total engagement: How games and virtual worlds are changing the way people work and businesses compete, Boston, Massachusetts: Harvard Business Press.
    Robbins, S. P., & Redford-Chambers, T. (1989), Organizational Behavior: Concepts, Controversies, and Applications, New Jersey: Prentice Hall.
    Ryan, R. M., & Deci, E. L. (2000), “Intrinsic and extrinsic motivations: Classic definitions and new directions,” Contemporary Educational Psychology, 25(1), 54–67.
    Ryan, R. M., Vallerand, R. J., & Deci, E. L. (1984), Intrinsic motivation in sport: A cognitive evaluation theory interpretation, Journal of Sport Psychology, (pp. 231–242), Lansing, N.Y.: Sport Science Associates.
    Salas, E., Dickinson, T. L., Converse, S. A., & Tannenbaum, S. I. (1992), Toward an understanding of team performance and training. American Psychologist, 45(2), 120–33.
    Sanders, R. L. (1995), “Finishing What We Start: A Lesson for Functional Managers From Project Management and Automated Workflow,” RECORDS MGMT. Q., 48(48).
    Schacht, M., & Schacht, S. (2012), Start the Game: Increasing User Experience of Enterprise Systems Following a Gamification Mechanism. In Software for People (pp. 181–199). Berlin: Springer.
    Shonk, J. H. (1982), Working in teams: a practical manual for improving work groups. N.Y.: AMACOM.
    Smith, D. H. (1967), “A Parsimonious Definition of “Group:” Toward Conceptual Clarity and Scientific Utility,” Sociological Inquiry, 37(2), 141–168.
    Stuckenbruck, L. C. (1981), The Implementation of project management: the professional’s handbook. Newtown Square: Project Management Institute.
    Susi, T., Johannesson, M., & Backlund, P. (2007), “Serious Games : An Overview. Institutionen för kommunikation och information,” http://www.diva-portal.org/smash/record.jsf?pid=diva2:2416
    Thom, J., Millen, D., & DiMicco, J. (2012), Removing Gamification from an Enterprise SNS, In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work (pp. 1067–1070). New York.
    Werbach, K., & Hunter, D. (2012), For the win: how game thinking can revolutionize your business, Philadelphia: Wharton Digital Press.
    Xu, Y. (2011), Literature Review on Web Application Gamification and Analytics. Honolulu, Honolulu: HI.
    Zichermann, G., & Cunningham, C. (2011), Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, Sebastopol, California: O’Reilly Media, Incorporated.
    Description: 碩士
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0101356031
    Data Type: thesis
    Appears in Collections:[Department of MIS] Theses

    Files in This Item:

    File SizeFormat
    603101.pdf2467KbAdobe PDF966View/Open

    All items in 政大典藏 are protected by copyright, with all rights reserved.

    社群 sharing

    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback