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Rockstar Games公司的破壞性項(xiàng)目管理實(shí)踐

發(fā)布時(shí)間:2022-09-17 21:25
  本文主題是Rockstar Games公司項(xiàng)目管理技術(shù)的分析和實(shí)施。之所以選擇這家公司,是因?yàn)樗请娮佑螒蛐袠I(yè)的典范,它不僅是媒體口中利潤最高的公司之一,而且最近也面臨著困擾該行業(yè)的大部分問題。研究一家涵蓋行業(yè)主要特征的公司還可以給我們帶來額外好處,即可以將發(fā)現(xiàn)推廣到該行業(yè)。Rockstar Games遇到的大多數(shù)問題似乎都源于電子游戲媒體普遍的傳統(tǒng)操作方式。項(xiàng)目管理一直是該公司近期以來的問題根源,其一項(xiàng)最新產(chǎn)品由于開發(fā)周期的復(fù)雜性備受關(guān)注。這些問題在電子游戲媒體中得到了映證,并成為了業(yè)內(nèi)不可持續(xù)實(shí)踐的例證。此外,Rockstar Games等公司似乎還認(rèn)為必須要使用某些有危害的項(xiàng)目管理工具,并且經(jīng)營業(yè)務(wù)要付出一定代價(jià)。作為一項(xiàng)反例,Rockstar Games的境遇極為不適。這些有害行為的常態(tài)化體現(xiàn)了該行業(yè)適應(yīng)新現(xiàn)實(shí)的演變。本文分析了這一公司舉措的關(guān)鍵演變過程。解決這些問題必須分析項(xiàng)目管理的歷史和當(dāng)前實(shí)踐的理論框架。由于這個(gè)行業(yè)是一個(gè)既需要技術(shù)又需要藝術(shù)的行業(yè),因此沒有現(xiàn)成的適合該框架的項(xiàng)目管理系統(tǒng)。不過,技術(shù)軟件行業(yè)的實(shí)踐可以視作最接近的匹配項(xiàng),電子游戲行業(yè)正在慢慢采用這些實(shí)踐。雖... 

【文章頁數(shù)】:120 頁

【學(xué)位級(jí)別】:碩士

【文章目錄】:
Acknowledgements
摘要
Abstract
Chapter One Introduction
    1.1 Research Background
    1.2 Research Purpose
    1.3 Research Significance
    1.4 Research Questions and Content
        1.4.1 Research Questions
        1.4.2 Research Content
        1.4.3 Structure of the Thesis
    1.5 Research Methodology and Innovation
        1.5.1 Research Methodology
        1.5.2 Innovation
Chapter Two Theoretical Framework
    2.1 Project Management Literature Review
    2.2 Current State of the Sector
    2.3 Industry Practices
    2.4 Theoretical Framework
        2.4.1 The Agile Methodology
        2.4.2 The Scrum Methodology
Chapter Three Company Analysis
    3.1 Introduction to the Company’s Current Situation
    3.2 Overview of the Company
        3.2.1 Relevant Aspects of the Company
        3.2.2 Company’s Yearly Financials
    3.3 Rockstar Games External Environment Analysis(PESTEL)
        3.3.1 Political Factors
        3.3.2 Economic Factors
        3.3.3 Social Factors
        3.3.4 Technological Factors
        3.3.5 Environmental Factors
        3.3.6 Legal Factors
    3.4 Rockstar Games Micro Environmental Analysis(SWOT)
        3.4.1 Strengths
        3.4.2 Weaknesses
        3.4.3 Opportunities
        3.4.4 Threats
Chapter Four Internal Practices Analysis
    4.1 Internal Practices
    4.2 Project Flowchart
    4.3 Comparison with Competitors
        4.3.1 State of the Industry
        4.3.2 Project Management Practices Comparison
Chapter Five Problem Analysis
    5.1 Problem Identification
        5.1.1 Crunch Eradication
    5.2.Problems Faced
        5.2.1.Problems arising From Lack of Oversight:
        5.2.2.Problems arising From the Employee’s Limitations:
        5.2.3.Problems arising From the Market:
Chapter Six New Methodology and Solution Implementation
    6.1 Alternative Project Management Philosophy:
        6.1.1 Development of New Guidelines for the Company’s PMP
        6.1.2 Management for Entertainment Technologies Activities(META)
    6.2 Comparative Analysis
        6.2.1.Solving Problems arising From Lack of Oversight:
        6.2.2 Solving Problems arising From the Employee’s Limitations
        6.2.3.Solving Problems arising From the Market:
    6.3 Implementation requirements
        6.3.1 Management support
        6.3.2 Financial Support and Resources
        6.3.3 Other Resources
    6.4 Financial Analysis of the Implementation Results
Chapter Seven Conclusion
    7.1 Conclusion
    7.2 Research Limitations
    7.3 Direction for Further Research
References
Index



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