Ee Changshun Andrew (Jan 2012 intake) Supervisor: Assoc Prof Jung Younbo , WKWSCI
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Transcript of Ee Changshun Andrew (Jan 2012 intake) Supervisor: Assoc Prof Jung Younbo , WKWSCI
Ee Changshun Andrew (Jan 2012 intake)
Supervisor: Assoc Prof Jung Younbo, WKWSCI
Co-Supervisor: Prof Nadia Thalmann, IMI
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
The MMORPG market: A shining star in the computer games industry
Impact on society, especially youth, becomes increasingly important
MMORPGs & Society
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
MMORPGs foreshadow new possibilities for effective leadership
Skills and values leaders need to cope with the effects of a changing society =
Skills and values of MMORPG players
Players may transfer leadership skills honed in MMORPGs to offline contexts as
they become tomorrow’s leaders
MMORPGs & Leadership
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
To examine leadership development in MMORPGs
Previous studies largely offer ‘prescriptions’ based on generalised
notions of leadership
Theoretical frameworks used: Social Cognitive Theory + Sloan Leadership
Model
Data source: 20 MMORPG player interviews
Rationale for Study
Theoretical frameworks used:+
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Conventional qualities of effective leadership in MMORPGs
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Attempts to integrate other leadership
taxonomies within a single framework
All 4 competencies found in MMORPG leadership (Reeves et al., 2007)
Qualities of effective leadership in MMORPGs
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
MMORPG leadership also possesses unique aspects of leadership not readily found in real-life situations (DeMarco et
al., 2007; Jang & Ryu, 2010)
In many traditional businesses, people are appointed to managerial positions for months or years, they are not
encouraged to take risks, they have time to make decisions, and most people have only limited
opportunities to practice leadership. In online games, the opposite of these things is true. (Reeves et al., 2007,
p. 19)
Qualities of effective leadership in MMORPGsUnique qualities of effective leadership in MMORPGs
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Since both types of leadership qualities are found in MMORPGs, we need to know
how they are developed within the context of MMORPGs as well
Studies have proponed the facilitative properties of MMORPG environments on leadership development (Chen, Duh, &
Hong, 2008; Reeves et al., 2007)
Qualities of effective leadership in MMORPGs
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
SCT: A valid way to understand MMORPG
leadership development from a social psychological angle
Bandura’s (1986) Social Cognitive Theory
Considers only generalised notions of leadership
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
McCormick’s (2001) SCT-applied Leadership Model
Self-efficacy
KSAs ExperiencesTask StrategyDevelopment
Goals
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
To examine MMORPG leadership development by focusing on how Sloan Leadership competencies are developed in MMORPGs through the lenses of SCT
(and consequently SCT-applied leadership models)
Research Objective
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
RQs endeavoured to examine the role of each of the 3 SCT factors on MMORPG
leadership development
Research Questions
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
RQ1: How does the game environment and context players are situated in help to foster their leadership qualities (in
terms of Visioning, Relating, Sensemaking, and Inventing) in
MMORPGs?
Research Questions
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
RQ2: How do players' individual characteristics help to foster their leadership qualities (in terms of
Visioning, Relating, Sensemaking, and Inventing) in MMORPGs?
Research Questions
Self-efficacy KSAs
Experiences
RQ2a RQ2b
RQ2c
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
RQ3: How do the actions of players in MMORPGs help to foster their leadership qualities (in terms of Visioning, Relating,
Sensemaking, and Inventing) in MMORPGs?
Research Questions
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Semi-Structured Interviews
World of Warcraft (WoW) used as the context for the interview questions
WoW players possessing at least 1 WoW avatar of level 30 recruited via convenience and snowball
sampling
20 participants recruited:
1. 13 males and 7 females aged 21-28
2. 17participants had at least 1 avatar of level 80
3. 5 “Guild Leaders,” 7 “Guild Officers”, 8 ‘guild’ members
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Sharing visions and ideas with other ‘guild’ members
Understanding changes to the internal and external contexts in which a ‘guild’ operates and helping ‘guild’ members to understand them
Building intra-‘guild’ and inter-‘guild’ relationships
Co-ordinating task and strategy execution among other ‘guild’
members
4 Sloan Leadership capabilities in the context of WoW (Reeves et al., 2007)
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Two types of environments: Game Environment, Social Environment
Game Environment: Not important for developing Visioning; may afford or/and hinder development
of other 3 capabilities
Game Environment has reciprocal influence on behaviour and personal factors
Social Environment: Can influence behaviour and personal factors which, in turn, help develop all 4
capabilities
RQ1: How does the game environment and context players are situated inhelp to foster their leadership qualities in MMORPGs?
The game interface is very user-friendly and helps co-ordinate
‘instances’ better. For example, our leader will tell us which enemy to kill first by using icons to mark
the kill order
Participant 20
How can I know a person better if I can’t even tell when he’s
happy or sad?
Participant 6
It’s very easy to share game updates since we can just cut-and-paste information from the
WoW wiki or forum boards
Participant 3
What matters is how much your thoughts contribute to the
‘guild’s’ interests
Participant 9
The messages can be quite overwhelming
Participant 19
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Some members may be very shy, so hiding behind a blanket
of anonymity actually helps them to socialise better
Participant 12
Playing as ‘tanks’ is good learning ground for leaders because they have to
protect everyone else from taking damage
Participant 11
It takes more courage and confidence to organise real-life ‘guild’ meetups. I’ll be so
embarassed if no one turns up!
Participant 7
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Self-efficacy helps to foster Inventing but not so for the other 3 capabilities
Self-efficacy translates to being confident in one’s abilities and consequently making one more assertive, which is important for players to
develop Inventing
Self-efficacy becomes important for all 4 capabilities when ‘guild’ leadership is taken
offline
RQ2a: How do players' self-efficacy help to foster their leadershipqualities in MMORPGs?
Being confident [with regards to non-Inventing behavioural examples] or not doesn’t really matter as long as you’ve got something to say that’s important
to the ‘guild’. However, command and control [Inventing] is different because you’re the one
everyone needs direction from lest the team gets ‘wiped’
Participant 4
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
KSAs are important for Inventing
Participants without ‘guild’ authority: KSAs are not so important for developing other 3
capabilities
Participants with ‘guild’ authority: KSAs are important for developing other 3 capabilities
Participants with ‘guild’ authority: KSAs are important in developing all 4 capabilities where management of day-to-day affairs of ‘guilds’ is
concerned
RQ2b: How do players' knowledge, skills, and abilities help to fostertheir leadership qualities in MMORPGs?
Beating a difficult ‘instance’ becomes second nature after running through it [as well as] similar types of ‘instances’ a few times, with good leaders knowing exactly what to do and how to co-ordinate
member actions
Participant 13
How can you apply the same knowledge and skills to resolve
conflict between members [Relating] when every situation should be
handled case-by-case?
Participant 5 (‘Guild’ member)
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Each participant cited at least one example in explaining how his/her past experiences proved
beneficial towards developing the all 4 capabilities
RQ2c: How do players' prior experiences help to foster their leadershipqualities in MMORPGs?
The co-ordinator tricked us into fighting an optional ‘boss’ and we were caught unawares
because we’ve not played that ‘instance’ before. Quite a few of us were ‘wiped’. Since then, I’ve vowed not to cheat others because it sucks. Don’t do unto others what you don’t
want them to do unto you, right?
Participant 20 recalling a particularly bad experience of task and strategy co-ordination
(Inventing)
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Behaviour is important for developing all 4 capabilities
This importance stems from the influence of behaviour on the other 2 factors of SCT that are
directly responsible for the development of these 4 capabilities which, in turn, influence future
behaviour
Research Question 3: How do the actions of players in MMORPGshelp to foster their leadership qualities in MMORPGs?
I was chatting on the ‘vent’ when it was supposed to be used for leader-member communications. People started
ticking me off. With time and experience, I’ve learnt when to use the ‘vent’ and when to shut up and listen
Participant 17
By fostering care and concern among ‘guild’ members, members will be more responsive to
each others’ needs, even if they’re talking about their offline worries
Participant 8
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Findings generally support the triadic reciprocality of Bandura’s (1986) SCT and
McCormick’s (2001) SCT-applied leadership model:
1. 3 main factors of SCT are important for developing Inventing
2. Social Environment, Past Experiences (as a Personal Factor), and Behaviour are important for developing all 4 capabilities
However, there are some “special cases” as well…
In Summary
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Self-efficacy more important for developing non-Inventing capabilities when ‘guild’ leadership is taken offline
KSAs more important for developing non-Inventing capabilities for “Guild Officers” and “Guild Leaders”
Game Environment has mixed effect on developing of non-Visioning
capabilities
In Summary
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Affective personal factors given less significance
Data collection:
1. Accuracy in recall of experiences and self-reporting of behaviour
2. Participants’ interpretation of interview questions
3. Interviews focused on in-game experiences
Limitations
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
MMORPG leadership research has not fully comprehended how MMORPG
leadership skills are developed:
Use different research methods and/or samples to test findings
Examine how players’ offline experiences reinforce in-game leadership development
Looking into the future…
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Introduction | Literature Review | Research Objectives Methodology | Findings & Analysis | Discussion | Conclusion
Thank You!
In Conclusion…