What Makes an MMORPG Leader? A Social Cognitive Theory-Based Approach to Understanding the Formation of Leadership Capabilities in Massively Multiplayer Online Role-Playing Games

A. Ee, Hichang Cho
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引用次数: 7

Abstract

Using Bandura’s (1986) Social Cognitive Theory (SCT) and McCormick’s (2001) SCT-applied models of leadership, we aimed to understand the complex processes of leadership development in Massively Multiplayer Online Role-Playing Games (MMORPG) environments. Using in-depth interview data from 20 Singaporean World of Warcraft players, we examined how environmental factors (e.g. game design, communication, and collaboration structures), personal factors (e.g. self-efficacy), and gaming behaviour affect the development of leadership capabilities. The findings suggest that Bandura’s and McCormick’s frameworks are useful in explaining how these factors contribute to leadership development, with some examples including: 1) game designs that allow for formalised leadership roles can create better opportunities for leadership development, and 2) self-efficacy, an important trait for leadership development, can be cultivated through confidence gained by reinforcing knowledge, skills, and abilities (KSAs) through repeated application of these KSAs in similar situations. Implications for research and practice are discussed.
什么是MMORPG领袖?大型多人在线角色扮演游戏中领导能力形成的社会认知理论研究
利用Bandura(1986)的社会认知理论(SCT)和McCormick(2001)的SCT领导力模型,我们旨在了解大型多人在线角色扮演游戏(MMORPG)环境下领导力发展的复杂过程。通过对20名新加坡《魔兽世界》玩家的深度访谈数据,我们研究了环境因素(如游戏设计、沟通和协作结构)、个人因素(如自我效能)和游戏行为如何影响领导能力的发展。研究结果表明,班杜拉和麦考密克的框架有助于解释这些因素如何促进领导力发展,其中一些例子包括:1)允许正式领导角色的游戏设计可以为领导力发展创造更好的机会;2)自我效能感是领导力发展的一个重要特征,可以通过在类似情况下反复应用知识、技能和能力(ksa)来增强自信,从而培养自我效能感。讨论了对研究和实践的启示。
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