An Investigation of Organizational Citizenship Behavior in Online Game - League of Legends as an Example

碩士 === 國立成功大學 === 工程管理碩士在職專班 === 103 === In this paper, the League of Legends as the research object. To do survey with online game users to understand the impact of organizational citizenship behavior between the factors and determining factor, and to observe the behavior pattern of virtual team me...

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Main Authors: Pei-LingWu, 吳佩玲
Other Authors: Li-Hsing Shih
Format: Others
Language:zh-TW
Published: 2015
Online Access:http://ndltd.ncl.edu.tw/handle/m9crpz
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spelling ndltd-TW-103NCKU50310052019-05-15T21:59:10Z http://ndltd.ncl.edu.tw/handle/m9crpz An Investigation of Organizational Citizenship Behavior in Online Game - League of Legends as an Example 線上遊戲之組織公民行為關聯性之研究-以英雄聯盟為例 Pei-LingWu 吳佩玲 碩士 國立成功大學 工程管理碩士在職專班 103 In this paper, the League of Legends as the research object. To do survey with online game users to understand the impact of organizational citizenship behavior between the factors and determining factor, and to observe the behavior pattern of virtual team members by Organization Citizenship Behavior and Leader Member Exchange. The study found: 1) The higher group work patterns, the higher Sense of Community. 2) The higher group work patterns, Sense of Attachment. 3) The higher Job Characteristic more obvious, the higher Leader Member Exchange. 4) The higher Sense of Community, the higher Leader Member Exchange. 5) The higher Sense of Attachment, the higher Leader Member Exchange. 6) The higher Sense of Community, the higher Organization Citizenship Behavior. 7) When the Sense of Community and Sense of Attachment exist in Team cohesiveness, Sense of Attachment for the Organization Citizenship Behavior less obvious effects. 8) The higher Leader Member Exchange, the higher Organization Citizenship Behavior. Li-Hsing Shih 施勵行 2015 學位論文 ; thesis 62 zh-TW
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language zh-TW
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description 碩士 === 國立成功大學 === 工程管理碩士在職專班 === 103 === In this paper, the League of Legends as the research object. To do survey with online game users to understand the impact of organizational citizenship behavior between the factors and determining factor, and to observe the behavior pattern of virtual team members by Organization Citizenship Behavior and Leader Member Exchange. The study found: 1) The higher group work patterns, the higher Sense of Community. 2) The higher group work patterns, Sense of Attachment. 3) The higher Job Characteristic more obvious, the higher Leader Member Exchange. 4) The higher Sense of Community, the higher Leader Member Exchange. 5) The higher Sense of Attachment, the higher Leader Member Exchange. 6) The higher Sense of Community, the higher Organization Citizenship Behavior. 7) When the Sense of Community and Sense of Attachment exist in Team cohesiveness, Sense of Attachment for the Organization Citizenship Behavior less obvious effects. 8) The higher Leader Member Exchange, the higher Organization Citizenship Behavior.
author2 Li-Hsing Shih
author_facet Li-Hsing Shih
Pei-LingWu
吳佩玲
author Pei-LingWu
吳佩玲
spellingShingle Pei-LingWu
吳佩玲
An Investigation of Organizational Citizenship Behavior in Online Game - League of Legends as an Example
author_sort Pei-LingWu
title An Investigation of Organizational Citizenship Behavior in Online Game - League of Legends as an Example
title_short An Investigation of Organizational Citizenship Behavior in Online Game - League of Legends as an Example
title_full An Investigation of Organizational Citizenship Behavior in Online Game - League of Legends as an Example
title_fullStr An Investigation of Organizational Citizenship Behavior in Online Game - League of Legends as an Example
title_full_unstemmed An Investigation of Organizational Citizenship Behavior in Online Game - League of Legends as an Example
title_sort investigation of organizational citizenship behavior in online game - league of legends as an example
publishDate 2015
url http://ndltd.ncl.edu.tw/handle/m9crpz
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