پديد آورندگان :
محمدي زنجيراني، داريوش دانشگاه اصفهان - دانشكده علوم اداري و اقتصاد - گروه مديريت، اصفهان، ايران , شاهين، آرش دانشگاه اصفهان - دانشكده علوم اداري و اقتصاد - گروه مديريت، اصفهان، ايران , محسني، الهام دانشگاه اصفهان - دانشكده علوم اداري و اقتصاد - گروه مديريت، اصفهان، ايران
كليدواژه :
استراتژي , برنامهريزي آرماني , بهينهسازي , تحليل مضمون , صنعت بازيهاي ديجيتال
چكيده فارسي :
پژوهش حاضر با هدف مدلسازي تأثير استرس كوويد19 و تاب آوري بر فرسودگي شغلي در شركتهاي دانش بنيان انجام شد.. روش پژوهش، كمّي- مقطعي و هدف آن كاربردي بود. جامعۀ آماري، مديران لايههاي اول و دوم و كاركنان شركتهاي دانشبنيان نوپا بودند كه براساس فرمول حجم نمونۀ آماري از جامعۀ نامحدود، 384 نفر از آنها ارزيابي شدند. براي گردآوري دادهها از پرسشنامههاي استاندارد مسلش و تابآوري و پرسشنامۀ محققساختۀ كوويد19 استفاده شد. براساس يافتهها، 65درصد از مديران و كاركنان شركتهاي دانشبنيان نوپا سطح تابآوري متوسط و پايينتر و 61درصد از نمونۀ آماري، فرسودگي شغلي داشتند. همچنين، ميزان استرس ناشي از كوويد 19 در ميان زنان متأهل بيش از ديگران بوده است. براي طراحي شبكۀ عصبي مصنوعي از روش توابع پايۀ شعاعي استفاده شد. بر اين اساس، تعداد نورونها در لايۀ ورودي برابر با 10، تعداد نورونها در تنها لايۀ پنهان برابر با 35، تعداد نورون لايۀ خروجي برابر با 1 و سيگما برابر با 10 بود. 70% از دادهها براي آموزش و 30% براي تست به كار گرفته شد. در شبكۀ عصبي مصنوعي طراحيشده، همۀ دادههاي آزمون بهجز يك نمونه و تمامي دادههاي آزمايش به استثناي دو نمونه، صحيح پيشبيني و خطاي RMSE كمتر از 3/0 محاسبه شد. درنهايت، مدل ارائهشده مبتني بر نتايج بهدستآمده تأييد شد.
چكيده لاتين :
Today, the digital gaming industry has a significant impact on the economic, cultural, and social spheres around the world. The advent of real and virtual reality games, particularly in medical science, has taken this industry out of the realm of mere entertainment and has become one of the applied industries. This study aims to optimize the combination of indigenous digital game development strategies, using a goal mathematical programming model. Compared to other common methods, the proposed approach can be a good alternative to studying and using mathematical planning in strategic management, when strategies are evaluated and selected.
Design/methodology/approach: The research method of this study is typically mixed qualitative and quantitative for which, the main data were collected using library studies and theoretical framework review, in-depth and structured interviews with 12 experts and specialists in the digital games industry. A filled questionnaire was collected after coding variables. Thematic analysis (reasoning and rational analysis) was used to extract and classify the components. Also, an integration of House of Quality (HOQ), Analytical Hierarchy Process (AHP), and Simple Additive Weighting (SAW) techniques were used to determine the variables and parameters required in the mathematical model of the research. Finally, a goal programming model was used to determine the optimal combination of the strategies.
Findings: A portfolio of optimal strategies was proposed that were effective in removing barriers and challenges in the game industry, which facilitated the achievement of game development goals with desirable capabilities in implementation. The mentioned strategies were capabilities empowerment and development of game-making experts, targeting and enriching the content of homemade games, financing and facilitating investment, and increasing the level of competitiveness of game-making groups.
Research limitations/implications: The limited number of expert group members and the researcher's low access to them, in addition to creating problems related to the distribution and collection of questionnaires, review and increase the computational accuracy of validity and reliability, and also calculating the compatibility rate in the pairwise comparison questionnaires were the challenges and limitations of this study.
Practical implications: The digital games industry has a great potential for growth and development, and its favorable economic, cultural and social effects are undeniable. Some of the practical findings of this study are the creation of an elite network and a strong relationship between gaming enthusiasts and the university, empowerment of game developers' knowledge and game studios in the gaming ecosystem, and monitoring and support of governmental and non-governmental policy-making institutions.
Originality/value: In this paper, a new approach was proposed for evaluating and optimizing strategies for developing indigenous digital games to overcome their challenges and meet the relevant objectives in compliance with their feasibility (ease) of implementation. Also, the use of mathematical modeling in evaluating and selecting optimal strategies in th