网络游戏研发企业的核心资源有别于常规产业,其主要的生产工具并不是各
种机器设备,而是研发人员。一款网络游戏的研发,其人员成本占总成本的60%
以上。有效的组织管理好研发人员,对于网游研发企业提高生成效率,节约生产
成本,有着至关重要的作用。
本文在归纳了网游企业研发人员结构的特性基础上,综述了网游研发企业组
织结构现状。目前网游研发企业通常采用直线职能制的组织管理模式,虽然这种
组织结构能够组织协调三大研发部门间的关系,但伴随着企业规模的扩大,众多
项目需同时进行,其多项目协调能力的缺陷,已经显露无余。根据本人在该行业
工作经验了解到,一些网游在组织模式上,已经开始寻求突破,并有少数研发企
业逐步将矩阵管理理念融入其使用的组织模式中。
本文主要是基于对矩阵管理现有相关文献的调查研究,深入探索矩阵模型的
特点,寻找其在类似行业应用的经验。通过问卷,调查现在网游研发企业的管理
状况,总结其存在的问题,收集从业者所期望的组织结构。本次共对110名来自
不同网游研发企业的人员进行访谈和问卷调査,通过实证研究探讨矩阵管理在网
游研发企业的可行性。调查对象包括:网龙公司成员、腾讯公司成员、金山公司
成员及数个中小型研发企业的成员,同时也包括了本论文研究对象一W公司
的成员。
在上述理论分析和实证研究基础上提出适合网游研发企业的矩阵管理模型,
并且以W公司A项目为研究平台进行案例研究,分析矩阵管理模式在该公司的
实际运用效果及存在的主要问题。最后提出本研究的主要结论和研究展望。
关键词:矩阵管理;矩阵组织结构;网游研发企业
Abstract
The core of the online game research and development enterprise resources is
different from the conventional industry, it's main production tools are not all kinds of
machinery and equipment, but research and development personnel. For an online
game research and development enterprise, it's staff costs account for more than 60%
of the total cost. For online game enterprises improve the efficiency of generating and
saving the cost of production, effective organization and management of good very
important.
This paper reviews online game research and development enterprise
organization present situation based on summing up the matrix of management and
the characteristics of online game enterprise R&D staff structure. The current research
and development of online game companies usually adopt linear unity form of
organization and management mode, while the organizational structure to organize
and coordinate the relationship between the development of the three departments, but
with the development of the enterprise scale,increase gradually, and ongoing projects
project coordination, the organization structure has been upfront. According to my
working experience in the industry, some online games on the organization mode,has
begun to seek breakthrough, and there are a few research and development of
enterprises have begun to adopt a similar matrix management organization pattern.
This paper mainly through the matrix management of the existing research
literature, exploring the characteristics of the matrix model, to find its application
experience in similar industry. Through the questionnaire, survey research and
development of online games now enterprise management status, summarized the
existing problems, and collection of practitioners desired organizational structure. The
total of 100 personnel from different online game research and development
enterprise interviews and questionnaire survey, through the empirical research to
study the feasibility of matrix management in online game development companies.
Subjects include: net dragon company members, members, the members of kingsoft
and tencent company several members of the research and development of small and
medium-sized enterprise, at the same time also included in this paper the research
object the employees of W.
On the basis of the above theoretical analysis and empirical research put forward
suitable for online game matrix management model of research and development
enterprise, and with W company as a research platform for case study, analysis of
matrix management model in the practical application effect and the main problems.
Finally put forward the main conclusion of this study and research prospects.
Key words: matrix management; Online game research and development enterprises;
process improvement