英文摘要 |
The virtual community has created new opportunities for timely collaboration and sharing knowledge among the individuals who are geographically dispersed. When concerns about passive knowledge sharing online are reported, several self-management virtual communities have showed strong and active interactions among their members. The online game community is a typical example. We investigate the behavior of team members based on the theories of OCB (Organizational citizenship Behavior) and LMX (Leader-Member Exchange). Our samples are members of on-line game's team, such as clan. There are three findings: (1) The cohesion of on-line game' teams is an important factor to effect LMX. (2) Although members' OCB is influenced by the Leader-Member relationship, and cohesion directly, member's OCB may not be improved by strong affective similarity under condition of strong LMX. (3) Our research model shows the members of on-line game's teams are altruism. For the managers of on-line game companies, our research suggests that they should consider the activities or mechanism to improve the cohesion and affection of these on-line game's teams when they create and manage these on-line game's community. For the leader of these game's teams, she/he could be a facilitator to coordinate and maintained the relationship among members. |