Responsive image
博碩士論文 etd-0016118-112340 詳細資訊
Title page for etd-0016118-112340
論文名稱
Title
如何激發遊戲設計師之創新行為-以工作壓力為調解變項之探討
How to Stimulate the Innovative Behavior of Game Designers - Taking Job Stress as Moderator
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
62
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2018-01-19
繳交日期
Date of Submission
2018-01-24
關鍵字
Keywords
創造力人格特質、創新行為、遊戲產業、工作壓力、遊戲設計
Game designer, Innovative behavior, Creativity personality, Work stress
統計
Statistics
本論文已被瀏覽 5739 次,被下載 95
The thesis/dissertation has been browsed 5739 times, has been downloaded 95 times.
中文摘要
本研究為一探索性的研究,旨在探討遊戲產業中設計師的創造力人格特質與其在個人創新行為表現的關聯性,以及在面臨不同工作壓力之下,個人創新行為影響程度與層面的差異性。本研究採用深度訪談法,訪談共12位年資至少三年以上、不同專業領域的資深遊戲設計師,包含製作人、遊戲企劃、遊戲美術、遊戲程式,試圖探索共通性與差異性。研究結果歸納出四個創新行為構面、八個工作壓力構面,遊戲製作人與遊戲美術設計師比遊戲程式師更富有創意特質;研究也顯示創造性人格特質與創新行為之間具顯著關係。其中,具創造力個性的製作人和美術表現高度的創新,行為反映在工作設計,工作模式和流程,價值創造,典範轉移的構面上;遊戲程式表現低度的創新行為,僅反映在工作模式和流程的構面上。此外,研究也發現不同的工作壓力造成創新行為的差異性,適度的技術、時間和溝通壓力對於創新行為是有利的;過度的壓力則造成不利的後果,創新行為反映在工作設計、工作模式和流程的構面上;而身心理、經濟,角色壓力則減弱創新行為,反映在工作設計、工作模式與流程、價值創造的構面上。
Abstract
This initial phase involves an exploratory study into the innovative behavior of 12 game designers from seven game developing company. There are eight findings concluded and presented as managerial advices based on the study, including six dimensions of work stress and four dimensions of innovative behavior being found out. Producers and game artists are potentially creative than game programmers. The study also proves the significant relationship between creativity personality and innovative behavior. Game producers and game artists with creative personality tend to be innovative, where innovation is reflected in work and design, work pattern and process, value creation, paradigm shift while game programmers being less innovative, reflected only in the scope of work pattern and process.
Besides, the individuals vary widely in how they respond to stresses. Under moderately technological, time, and communicational stresses, game designers tend to increase innovative behavior in the scope of work and design, work pattern and process, value creation while under physical and psychological, economical, role stress, the designers have decrease in the scope of work and design, work pattern and process, and value creation.
目次 Table of Contents
摘要
ABSTRACT
TABLE OF CONTENTS
LIST OF TABLES
LIST OF FIGURES
CHAPTER ONE INTRODUCTION--------------------------------------------01
1.1 Research Background-----------------------------------------------------01
1.2 Motivation---------------------------------------------------------------------02
1.3 Research Objectives-------------------------------------------------------03
CHAPTER TWO LITERATURE REVIEW-----------------------------------04
2.1 Digital Content Industry-----------------------------------------------------04
2.11 The Definition of Digital Content Industry-----------------------------04
2.12 Digital Games Industry----------------------------------------------------04
2.13 Human Capital in the Game Industry----------------------------------05
2.2 Creativity and Personality Traits------------------------------------------08
2.3 Connecting Creativity to Innovation--------------------------------------10
2.4 Innovation as the Outcome of Creativity--------------------------------10
2.5 Types of Work Stress that Influence Innovation-----------------------11
2.6 Creativity Personality, Work Stress and Innovative Behavior------12
CHAPTER THREE METHODOLOGY----------------------------------------15
3.1 Research Structure-----------------------------------------------------------15
3.2 Research Method-------------------------------------------------------------15
3.3 Sample---------------------------------------------------------------------------16
3.4 Interview Outlines-------------------------------------------------------------18
3.5 Research Process-------------------------------------------------------------20
CHAPTER FOUR RESULT AND DISCUSSION------------------------------21
4.1 General Description-----------------------------------------------------------21
4.2 Innovation as the Outcome of Creativity---------------------------------27
4.3 Work Stress Affects Innovative Behavior--------------------------------32
4.4 Creativity Personality, Work Stress and Innovative Behavior-------36
CHAPTER FIVE CONCLUSION------------------------------------------------44
5.1 Discussion-----------------------------------------------------------------------44
5.2 Managerial Implications------------------------------------------------------46
5.3 Limitations-----------------------------------------------------------------------48
REFERENCES----------------------------------------------------------------------49
參考文獻 References
Chinese Part
1. 何永福、楊國安(1993)。人力資源策略管理,台北:三民。

2. 杜明城(譯)(1999)。Csikszentmihalyi, M. 著。創造力。台北:時報文化。

3. 梁朝雲(2002)。數位內容產業人才培育政策之研究及其限階段結論,教育資料與圖書館學,40(1),頁76-101。

4. 洪久賢、溫秀玲、蔡長豔、宋慧娟(2003)。綜合活動領域教師創意教學成效之提升:影響因素與策略運用。行政院國家科. 學委員會專題研究計畫成果報告(NSC91-2522-S-003-014)。台北:國立台灣師範大學人類與家庭學系。

5. 高陳民(2003)。遊戲產業創意企劃人員專業能力及人才培育研究,元智大學資訊傳播學系碩士論文。

6. 自由時報(2005)。《社會新鮮人求職熱門行業》遊戲程式設計師。2017年11月13日,取自 http://news.ltn.com.tw/news/business/paper/33699。

7. 沈明展、蔡佩純、邊泰明(2006)。創新系統下的產業網絡行為:以數位遊戲產業為例。科技管理學刊,11(3),119-148。

8. 洪雅玲(2007)。台灣數位內容產業專業人才培訓問題探討:以遊戲、動畫產業為例,輔仁大學影像傳播學系,頁 213-240。

9. 方崇雄、康雅菁、陳冠利、魏鸞瑩(2010)。台灣數位遊戲產業高階經理人職能之分析。中華管理評論,13(2),頁1-20。

10. 徐健進(2012)。數位內容產業概況與人力供給分析,慈濟技術學院學報,頁61-75。

11. 鄞培銘(2013)。遊戲美術人員對於製作程序與組織績效評估之探究,南台科技大學多媒體與電腦娛樂科學系碩士論文。

12. 周姵君(2014)。工作家庭衝突對創新行為之影響 - 以工作滿意為中介變項,國立中央大學人力資源管理所碩士論文。

13. 經濟部工業局(2015)。數位內容創新與整合推動計畫。2017年11月9日,取自https://www.digi.ey.gov.tw/。

14. 劉珈妤、林緯倫、蔡秉勳(2016)。對的風格遇上對的人,謂之創意- 人格特質、認知風格與兩類創造力之關係探討,教育心理學報。2(48),211-228。DOI:10.6251/BEP .2015120。

15. 數位時代(2016)。繼Google、雅虎之後,LINE會成為台灣下一個國際網路開發者搖籃嗎。2017年11月9日,取自https://www.bnext.com.tw/article/41311/line-development-international-internet-company-talent。

16. 數字商業時代(2017)。中國遊戲產業十大預測。2017年11月9日,取自 https://kknews.cc/zh-tw/game/l8lll59.html。


English Part
1. Abbey, A., & Discon, J. W. (1983). “R&D Work Climate and Innovation in Semiconductors”, Academy of Management, 26(2), pp. 362-368.

2. Amabile, T. M. (1988). “A model of creativity and innovation in organization.” In B.M. Staw, & L. L. Cummings (Eds.), Research in Organizational Behavior, 10, 123-167. Aldine Publishing Company.

3. Cummings, A., & Oldham, G. R. (1997). Enhancing creativity: Managing work contexts for the high potential employee. California Management Review, 40: 22–38.

4. Ducker, P. E. (1985). Innovation and Entrepreneurship: Practice and Principles. New York: Harper & Row.

5. Frese, M. (2004). The psychological actions and entrepreneurial success: An action theory approach. In Baum, R., J. Frese, M., Baron, R. A. (in prep.) (Eds.), The Psychology of Entrepreneurship(pp.151-178).

6. Hardy, M. E. & Hardy, W. L. (1988). Roles stress and role strain. In M. E. Hardy, & M.E. Conway (Eds.), Role theory: Perspectives for health professionals (2nd, pp.159-239), San Mateo, California: Appleton & Lange.

7. Heye, D. (2006). Creativity and innovation: Two key characteristics of the successful 21st century information professional. Business Information Review, 23: 252–257.

8. McCrae, R. R., & Costa, P. T. (1997). Personality trait structure as a human universal. American Psychologist, 52(5), 509-516.

9. Masood Kalyar (2011) Creavity, self-leadership and individual innovation. The journal of commerce, 3 (3), 20.

10. Ö. Çokpekin and M.P. Knudsen, “Does Organizing for Creativity Really Lead to Innovation?” Creativity and Innovation Management, Vol. 21, No. 3, pp. 304-314.

11. Sternberg, R. J., & Lubart, T. I. (1995). Defying the crowd: Cultivating Creativity in a culture of conformity. New York: The Free Press.

12. Stuart Cunningham (2002). From Cultural to Creative Industries: Theory, Industry and Policy Implications. Media International Australia, Vol 102, Issue 1, pp. 54 – 65.

13. Scott, S. G., & Bruce, R. A. (1994). Determinants of innovative behavior: A path model of individual innovation in the workplace. Academy of Management Journal, 37 (3) : 580-607.

14. Schilling, M. A. (2008). Strategic management of technological innovation. Boston: McGraw-Hill.

15. Tsai, Chi-Tung & Kao, Chuan-Feng. (2004). The relationships among innovation, and employee innovative behavior: A test of Amabile’s motivational synergy modal. Journal of Management, 21: 571-592.

16. Van de Van, A.H. (1986). Central problem in the management of innovation. Management Science, 32: 590-607.

17. Woodman, R. W., & Schoenfeldt, L. F. (1990). “An interactionist model of creative behavior”. Journal of Creative Behavior, 24, pp. 279-290.
電子全文 Fulltext
本電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。
論文使用權限 Thesis access permission:自定論文開放時間 user define
開放時間 Available:
校內 Campus: 已公開 available
校外 Off-campus: 已公開 available


紙本論文 Printed copies
紙本論文的公開資訊在102學年度以後相對較為完整。如果需要查詢101學年度以前的紙本論文公開資訊,請聯繫圖資處紙本論文服務櫃台。如有不便之處敬請見諒。
開放時間 available 已公開 available

QR Code