member selection
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2021 ◽  
Vol 21 (1) ◽  
pp. 61-70
Author(s):  
Seunghye Lee ◽  
◽  
Jonghyun Lee ◽  
Kihak Lee ◽  
Jaehong Lee

Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-14 ◽  
Author(s):  
Jiafu Su ◽  
Fengting Zhang ◽  
Shan Chen ◽  
Na Zhang ◽  
Huilin Wang ◽  
...  

As the first stage of the formation of a collaborative new product innovation (CNPI) team, member selection is crucial for the effective operation of the CNPI team and the achievement of new product innovation goals. Considering comprehensively the individual and collaborative attributions, the individual knowledge competence, knowledge complementarity, and collaborative performance among candidates are chosen as the criteria to select CNPI team members in this paper. Moreover, using the fuzzy set and social network analysis method, the quantitative methods of the above criteria are proposed correspondingly. Then, by integrating the above criteria, a novel multiobjective decision model for member selection of the CNPI team is built from the view of individual and collaborative attributions. Since the proposed model is NP-hard, a double-population adaptive genetic algorithm is further developed to solve it. Finally, a real case is provided to illustrate the application and effectiveness of the proposed model and method in this paper.


IEEE Access ◽  
2021 ◽  
pp. 1-1
Author(s):  
Haoyu Zhao ◽  
Haihui Chen ◽  
Shenbao Yu ◽  
Bilian Chen

2020 ◽  
Vol 35 (4) ◽  
pp. 37-49
Author(s):  
Kun Zhao ◽  
Wei Xi ◽  
Zhi Wang ◽  
Jizhong Zhao ◽  
Ruimeng Wang ◽  
...  

2020 ◽  
Author(s):  
Weiming Hu ◽  
Clemente-Harding Laura ◽  
Young George ◽  
Guido Cervone

Author(s):  
Mark W. Bruner ◽  
Luc J. Martin ◽  
Mark A. Eys ◽  
Colin McLaren

2019 ◽  
Vol 32 (6) ◽  
pp. 1286-1304 ◽  
Author(s):  
Tianyang Lou ◽  
Yuning Zu ◽  
Ling Zhu

Purpose The purpose of this paper is to investigate impact of playing motivation on team member selection (TMS) in online games specifically related to Massively Multiplayer Online Role-playing Game environment. Design/methodology/approach A self-administered questionnaire was developed and administered to an online sample of 9,335 CR3 players. Findings The findings of this research indicated that social and immersion motivations have a significant effect on TMS. Additionally, it was discovered that achievement motivation has a positive relationship with dispositional TMS, a negative relationship to bond-based TMS. The moderation effect of frequency and gender is also demonstrated. Research limitations/implications The study verified the relationships of the theoretical model of the game motivation and TMS. Originality/value This study provides advice to operators of online games when motivating players to work in groups.


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