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e스포츠에서 팀 성과에 대한 영향요인에 관한 연구

Title
e스포츠에서 팀 성과에 대한 영향요인에 관한 연구
Other Titles
A Study on the Influencing Factors on team performance in the e-Sports : Special Emphasis On Four Cases In The League Of Legends Teams
Author
천관호
Alternative Author(s)
Chun, Kwan Ho
Advisor(s)
전상길
Issue Date
2013-02
Publisher
한양대학교
Degree
Master
Abstract
e스포츠는 그 의미가 정의되고 법률적인 범위가 지정된 것이 10년이 넘었다. 그러나 스포츠의 범주에서 스포츠의 성과를 도출하는 요소가 e스포츠에서 그대로 적용 될 수 있을 것인가에 대한 의문이 남아 있다. 스포츠에서 사용되는 조직, 성과를 도출하는 요소, 멘토링이 e스포츠에서도 적용이 가능할 것인가? 그리고 이 요소들이 팀 성과를 내는데 있어서 어떠한 영향을 미치는가에 대한 연구이다. 현재 e스포츠 종목인 리그 오브 레전드 종목에서 활약하고 있는 4개의 팀들의 인터뷰를 통하여 팀 각각의 성과를 도출하는데 필요 했던 요소들에 대한 연구를 하고자 한다. e스포츠가 스포츠의 범주에서 성과를 도출하기 위해 필요하다고 판단되는 요소는 코칭과 트레이닝을 포괄하는 멘토링, 심리적인 요소로 간주되는 스포츠 자신감과 팀 응집력이었으나, 인터뷰를 통한 예비조사를 근거로 e스포츠 종목 모두에 동일한 요소로 적용 할 수 없다는 점을 알 수 있었다. 리그 오브 레전드 종목에서는 팀 응집력이 높은 팀이 높은 성과를 거두게 되는 단체 게임이라고 판단 하였으나, 팀 응집력이 낮은 팀도 높은 성과를 거두고 있었음을 확인 할 수 있었다. 이는 리그 오브 레전드 종목 자체의 특성으로, 개인의 기량과 성과가 뛰어나다면 팀 응집력 요인을 고려하지 않더라도 일정한 성과를 낼 수 있는 구조였기 때문이다. 그러나 팀 응집력이 낮은 팀의 성과는 한계가 있었음을 파악할 수 있었으며, 이는 예비조사 후 본 조사를 통하여 확인할 수 있었다. 조사 대상으로 선정된 팀은 4개의 요인이 모두 작용되는 것을 확인하였다. 각각의 요소는 팀 성과를 실현하는데 양의 상관관계를 확인 할 수 있었으나, 각각의 요소가 균형이 잘 잡힐 수록 더 높은 팀 성과에 기여한다는 점도 알 수 있었다. 이러한 요소들은 가설을 도출하는데 영향을 주었음을 확인하였고, 이를 구체화 하였다. | e-Sports a specified range of law and its meaning is defined more than 10 years. , However, remains intact in the e-Sports will be able to be applied to the questions about performance elements that derive from the category of sports. In e-sports organization, to derive performance elements used in sports, mentoring will be able to apply? Affect team performance in the process and elements How does on research. Want to study for the factors were needed to derive the performance of e-Sports, and active in the League of Legends in the interviews of the team through. A comprehensive mentoring, coaching and training, the psychological factor, which is considered an element in e-Sports deems necessary in order to derive performance in the category of sports sport confidence and team cohesion, but through interviews based on a preliminary investigation into e-sports became evident that this couldn't be applied to the same element in all. AOS Game, League of Legends is a group of five people playing the sport. Therefore affect team cohesion on team performance would be judged. However, the team had a record that even if high performance with low team cohesion. This is of the nature of the League of Legends game, the skills and performance of individuals is an excellent team cohesion without taking into account constant factors can outperform a structure if the difference is marginal. However, the performance of the team, team cohesion is low, you could see that there was a limit. After preliminary investigation, which could be identified through this survey. As a result, the impact of the four-team factors were investigated in this study. Showed positive correlation with team performance in the realization of each of the elements were able to verify that each element contributes to higher team performance as well-balanced caught. These factors were confirmed to derive the hypothesis that affect, it was materialized.; e-Sports a specified range of law and its meaning is defined more than 10 years. , However, remains intact in the e-Sports will be able to be applied to the questions about performance elements that derive from the category of sports. In e-sports organization, to derive performance elements used in sports, mentoring will be able to apply? Affect team performance in the process and elements How does on research. Want to study for the factors were needed to derive the performance of e-Sports, and active in the League of Legends in the interviews of the team through. A comprehensive mentoring, coaching and training, the psychological factor, which is considered an element in e-Sports deems necessary in order to derive performance in the category of sports sport confidence and team cohesion, but through interviews based on a preliminary investigation into e-sports became evident that this couldn't be applied to the same element in all. AOS Game, League of Legends is a group of five people playing the sport. Therefore affect team cohesion on team performance would be judged. However, the team had a record that even if high performance with low team cohesion. This is of the nature of the League of Legends game, the skills and performance of individuals is an excellent team cohesion without taking into account constant factors can outperform a structure if the difference is marginal. However, the performance of the team, team cohesion is low, you could see that there was a limit. After preliminary investigation, which could be identified through this survey. As a result, the impact of the four-team factors were investigated in this study. Showed positive correlation with team performance in the realization of each of the elements were able to verify that each element contributes to higher team performance as well-balanced caught. These factors were confirmed to derive the hypothesis that affect, it was materialized.
URI
https://repository.hanyang.ac.kr/handle/20.500.11754/134057http://hanyang.dcollection.net/common/orgView/200000420864
Appears in Collections:
GRADUATE SCHOOL[S](대학원) > MANAGEMENT CONSULTING(경영컨설팅학과) > Theses (Master)
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