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學習型組織導入電競團隊危機管理之個案研究-以「Sociopath」戰隊為例

Toward a Learning Organization: A Case Study of "Sociapath" eSports Team's Crisis Management

摘要


本研究以電子競技戰隊「「Sociopath」」為研究個案,發展電競團隊之學習型組織導入方案,並探討對於電競團隊之危機管理成效。透過質性與量化資料收集分析,研究發現,學習型組織方案之導入有效提升組織成員之溝通、態度與自我效能,團隊整體戰績也獲得顯著提升。研究結果可做為對電競有興趣之研究社群與相關實務工作者之參考。

並列摘要


This study designed a plan of organizational learning for an eSports team-"Sociopath" and examined the performance in its crisis management. From the qualitative and quantitative data, the results exhibited that the team members improved their communication skill, attitude and self-efficacy through the plan; moreover, the overall team performance has been improved as well. The research findings shall serve as a base for future research and eSports practitioners.

參考文獻


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