Carrasco-Farré Carlos, Hakobjanyan Nancy
Toulouse Business School, Toulouse, France.
Amazon Web Services, Hamburg, Germany.
Sci Rep. 2024 Apr 3;14(1):7850. doi: 10.1038/s41598-024-57919-w.
This paper examines quantitative predictors of team performance in Massively Multiplayer Online Games (MMOGs) based on team management literature. Analyzing data from more than 140,000 squad-mode matches involving over 500,000 players, we replicate and extend existing research by confirming a curvilinear association between behavioral interdependence and team performance and introduce the moderating effect of experience. For less experienced teams, behavioral interdependence follows an inverted U-shaped pattern showing that excessive collaboration may be counterproductive. However, this is not the case for experienced teams, where the relationship is fairly linear. Additionally, we observe that riskier teams tend to perform worse. Moreover, our research also highlights the potential of e-sports data in advancing behavioral science and management research. The digital nature of e-sports datasets, characterized by size and granularity, mitigates concerns related to reproducibility, replicability, and generalizability in social science research, offering a cost-effective platform for scholars with diverse backgrounds.
本文基于团队管理文献,研究大型多人在线游戏(MMOG)中团队绩效的定量预测因素。通过分析来自涉及50多万名玩家的14万多场小队模式比赛的数据,我们重复并扩展了现有研究,确认了行为相互依赖与团队绩效之间的曲线关联,并引入了经验的调节作用。对于经验不足的团队,行为相互依赖呈现倒U形模式,表明过度协作可能适得其反。然而,经验丰富的团队并非如此,其关系相当线性。此外,我们观察到风险较高的团队往往表现较差。而且,我们的研究还凸显了电子竞技数据在推进行为科学和管理研究方面的潜力。电子竞技数据集的数字特性,以规模和粒度为特征,减轻了社会科学研究中与可重复性、可复制性和普遍性相关的担忧,为不同背景的学者提供了一个经济高效的平台。