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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Bibliographic Details
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
Description
Summary: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.