准实验方法,以确定模糊性和紧迫性对项目参与者在项目早期阶段的影响

Bassam A. Hussein
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引用次数: 8

摘要

本文的目的是展示游戏模拟作为项目管理研究方法的潜力。游戏模拟用于识别模糊性和紧迫性对项目参与者早期态度的影响。通过模棱两可,我们指的是缺乏项目目标和目的的明确性。紧迫性指的是时间压力,即项目必须在规定的时间内完成。实验结果表明,模糊性和紧迫性导致项目参与者的三种显著反应模式:1)倾向于过度关注技术解决方案;2)倾向于做出未经验证的假设;3)重要性上升到个人情绪,如恐惧、缺乏自信、竞争和渴望。以博弈模拟为研究方法得到的结果与已有的研究结果一致。本文认为,博弈仿真可以应用于项目管理研究。如果游戏设计和配置能够保证足够的现实性和洞察力,那么对有效性和可靠性的威胁就能够控制在一个令人满意的水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Quasi-experimental method to identify the impact of ambiguity and urgency on project participants in the early project phase
The goal of this paper is to demonstrate the potential of gaming simulation as a research method in project management. Gaming simulation is used for identifying the impact of ambiguity and urgency on project participants' attitudes in the early phase. By ambiguity we mean lack of clarity of goals and objectives of the project. Urgency refers to time pressure, in the sense that the project has to be completed within specified time frame. The results of the experiments shows that ambiguity and urgency leads to three significant response patterns by the project participants 1) the tendency to overly focus on the technical solution, 2) the tendency to make unverified assumptions 3) significance rise to personal emotions, such as fear, diffidence, competitiveness and eagerness. The results obtained using gaming simulation as a research method are consistent with previously published studies. The paper concludes that gaming simulation can be used in project management research. Threats to validity and reliability can be controlled to a satisfactory level if the game design and configuration guarantee an adequate level of realism and insight.
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