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題名 直播成癮?秀場直播使用者持續使用動機研究
Why do people watch live streaming?A research on Viewer`s Intention of Continuous Usage in Taiwan
作者 詹冠純
Chan, Kuan-Chun
貢獻者 郭貞
Kuo, Cheng
詹冠純
Chan, Kuan-Chun
關鍵詞 直播使用者動機
社會連結
使用與滿足理論
行銷策略
Live stream app
Uses and gratification
Social connection
17Media
日期 2018
上傳時間 27-Aug-2018 14:52:49 (UTC+8)
摘要 近年來直播成為繼臉書及Instagram來,新世代使用的社交娛樂平台,而直播相關研究也成為學者們熱烈的議題。本研究以使用與滿足理論出發,探討台灣直播平台使用者之使用動機。
The goal of this study is to conduct an investigation on the motivation of user`s continuous intention of using live streaming app in Taiwan. To help current marketing and operation manager in live streaming industry in Taiwan understand more about user intention of continuous usage, this research focus on answering if individual experience and co-experience that audience perceived while interacting with other audiences and broadcaster can affect their continuous usage of live streaming app.

Keywords: live streaming, uses and gratification, 17Media, social connection
參考文獻 Ajzen, I., & Fishbein, M. (1975). Belief, Attitude, Intention and Behaviour: An Introduction to Theory and Research, (July), 480. Retrieved from http://people.umass.edu/aizen/f&a1975.html
Battarbee, K. (2003). Defining co-experience. Proceedings of the 2003 International Conference on Designing Pleasurable Products and Interfaces - DPPI `03, 109. https://doi.org/10.1145/782896.782923
Battarbee, K. (2004). Co-Experience - Understanding User Experiences in Social Interaction. Art and Design. Retrieved from http://www.informaworld.com/index/926563995.pdf
Bründl, S., & Hess, T. (2016). Why Do Users Broadcast ? Examining Individual Motives and Social Capital on Social Live Streaming Platforms. PACIS 2016 Proceedings, (January), Paper 332.
Cantril, H., & Allport, G. W. (1935). The psychology of radio. The psychology of radio. Oxford, England: Harper.
Chang, H. H., & Chuang, S. S. (2011). Social capital and individual motivations on knowledge sharing: Participant involvement as a moderator. Information and Management, 48(1), 9-18. https://doi.org/10.1016/j.im.2010.11.001
Davis. (2017). Perceived Usefulness , Perceived Ease of Use , and User Acceptance of, 13(3), 319-340.
Dickey, M. D. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55(3), 253-273. https://doi.org/10.1007/s11423-006-9004-7
Durndell, A., & Haag, Z. (2002). Computer self efficacy, computer anxiety, attitudes towards the Internet and reported experience with the Internet, by gender, in an East European sample. Computers in Human Behavior, 18(5), 521-535. https://doi.org/10.1016/S0747-5632(02)00006-7
Esrock, S. L., & Leichty, G. B. (1998). Social responsibility and corporate web pages: Self-presentation or agenda-setting? Public Relations Review, 24(3), 305-319. https://doi.org/10.1016/S0363-8111(99)80142-8
Fagan, M. H., Neill, S., & Wooldridge, B. R. (2008). EXPLORING THE INTENTION TO USE COMPUTERS : AN EMPIRICAL INVESTIGATION OF THE ROLE OE INTRINSIC MOTIVATION , EXTRINSIC MOTIVATION , AND PERCEIVED EASE OE USE University of Texas at Tyler University of Washington - Tacoma University of Texas at Tyler. Journal of Computer Information Systems, 4417(Spring), 31-37. https://doi.org/10.1080/08874417.2008.11646019
Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on twitch: fostering participatory communities of play within live mixed media. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1315-1324. https://doi.org/10.1145/2556288.2557048
Hirschman, E. C., & Holbrook, M. B. (2016). Consumption : Hedonic Concepts ,. Journal of Marketing, 46(3), 92-101. https://doi.org/10.2307/1251707
Hsu, C. L., & Lu, H. P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information and Management, 41(7), 853-868. https://doi.org/10.1016/j.im.2003.08.014
Hu, M., Zhang, M., & Wang, Y. (2017). Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework. Computers in Human Behavior, 75, 594-606. https://doi.org/10.1016/j.chb.2017.06.006
Information, M. (2017). Acceptance Model Gender Differences in Use of E-Mail : An Extension to the Technology Acceptance Model1, 21(4), 389-400.
Katz, E,. Blumler, J.G., & Gurevitch, M. (1973). American Association for Public Opinion Research Uses and Gratifications Research Author ( s ): Elihu Katz , Jay G . Blumler and Michael Gurevitch Source : The Public Opinion Quarterly , Vol . 37 , No . 4 ( Winter , 1973-1974 ), pp . 509-523 Published by. Public Opinion Quarterly, 37(4), 509-523.
Köprülü, O., Helvaci, İ., & Turhan, M. (2016). Role of Social Media on Purchasing Behavior of Consumers Through Digital Marketing. European Journal of Business and Social Sciences, 5(05), 21-29. Retrieved from http://www.ejbss.com/recent.aspx-/
Lee, M. K. O., Cheung, C. M. K., & Chen, Z. (2005). Acceptance of Internet-based learning medium: The role of extrinsic and intrinsic motivation. Information and Management, 42(8), 1095-1104. https://doi.org/10.1016/j.im.2003.10.007
Lim, S., Cha, S. Y., Park, C., Lee, I., & Kim, J. (2012). Getting closer and experiencing together: Antecedents and consequences of psychological distance in social media-enhanced real-time streaming video. Computers in Human Behavior, 28(4), 1365-1378. https://doi.org/10.1016/j.chb.2012.02.022
Ngai, E. W. T., Moon, K. K., Lam, S. S., Chin, E. S. K., & Tao, S. S. C. (2015). Social media models, technologies, and applications. Industrial Management & Data Systems, 115(5), 769-802. https://doi.org/10.1108/IMDS-03-2015-0075
Payne, K., Keith, M. J., Schuetzler, R. M., & Giboney, J. S. (2017). Examining the learning effects of live streaming video game instruction over Twitch. Computers in Human Behavior, 77, 95-109. https://doi.org/10.1016/j.chb.2017.08.029
Pires, K., & Simon, G. (2015). YouTube Live and Twitch : A Tour of User-Generated Live Streaming Systems. MMSys DataSet, 1-6. https://doi.org/10.1145/2713168.2713195
Sangwan, S. (2005). Virtual Community Success: A Uses and Gratifications Perspective. Proceedings of the 38th Annual Hawaii International Conference on System Sciences, 00(C), 193c-193c. https://doi.org/10.1109/HICSS.2005.673
Tufekci, Z. (2008). Can You See Me Now? Audience and Disclosure Regulation in Online Social Network Sites. Bulletin of Science, Technology & Society, 28(1), 20-36. https://doi.org/10.1177/0270467607311484
van der Heijden, H. (2004). User Acceptance of Hedonic Systems. MIS Quarterly, 28(4), 695-704.
Venkatesh, V. (2000). Determinants of Perceived Ease of Use : Integrating Control , Intrinsic Motivation , Acceptance Model. Information System Research, 11(4), 342-365.
Zandhessami, H., & Geranmayeh, P. (2014). Determinants of user acceptance of internet banking: An empirical study. Management Science Letters, 4(7), 1369-1374. https://doi.org/10.5267/j.msl.2014.6.035
Zhang, S., Zhao, J., & Tan, W. (2008). Extending TAM for Online Learning Systems: An Intrinsic Motivation Perspective. Tsinghua Science and Technology, 13(3), 312-317. https://doi.org/10.1016/S1007-0214(08)70050-6
描述 碩士
國立政治大學
國際傳播英語碩士學位學程(IMICS)
104461007
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0104461007
資料類型 thesis
dc.contributor.advisor 郭貞zh_TW
dc.contributor.advisor Kuo, Chengen_US
dc.contributor.author (Authors) 詹冠純zh_TW
dc.contributor.author (Authors) Chan, Kuan-Chunen_US
dc.creator (作者) 詹冠純zh_TW
dc.creator (作者) Chan, Kuan-Chunen_US
dc.date (日期) 2018en_US
dc.date.accessioned 27-Aug-2018 14:52:49 (UTC+8)-
dc.date.available 27-Aug-2018 14:52:49 (UTC+8)-
dc.date.issued (上傳時間) 27-Aug-2018 14:52:49 (UTC+8)-
dc.identifier (Other Identifiers) G0104461007en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/119585-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 國際傳播英語碩士學位學程(IMICS)zh_TW
dc.description (描述) 104461007zh_TW
dc.description.abstract (摘要) 近年來直播成為繼臉書及Instagram來,新世代使用的社交娛樂平台,而直播相關研究也成為學者們熱烈的議題。本研究以使用與滿足理論出發,探討台灣直播平台使用者之使用動機。zh_TW
dc.description.abstract (摘要) The goal of this study is to conduct an investigation on the motivation of user`s continuous intention of using live streaming app in Taiwan. To help current marketing and operation manager in live streaming industry in Taiwan understand more about user intention of continuous usage, this research focus on answering if individual experience and co-experience that audience perceived while interacting with other audiences and broadcaster can affect their continuous usage of live streaming app.

Keywords: live streaming, uses and gratification, 17Media, social connection
en_US
dc.description.tableofcontents Table of Contents 1
List of Tables 3
List of Figures 3
Chapter One - Introduction 4
1.1 Research background and Motivations 4
1.2 Live Stream Platform Research in Taiwan 4
1.3 Purpose of the Study 6
Chapter Two - Literature review 7
2.1 background of Social Live Streaming Services 7
2.2 Co-experience 10
2.3 Technology Acceptance Model 12
2.3 Uses and Gratification Theory in Live streaming platform 15
Chapter Three - Research Method 18
3.2 Data collection 21
3.3 Research Framework and Hypotheses 21
3.4 Data analysis 22
Chapter Four -Analysis and Findings 24
4.1 Survey administration 24
4.3 Model analysis 26
Chapter Five -Discussion 31
5.1 Overview of Research finding 31
5.3 Gender differences on live streaming platform 32
Chapter 6 Conclusion and Limitation 34
6.1 Summary 34
6.2Research limitation 35
6.3 Research Contributions 36
Reference 38
Appendix 43
zh_TW
dc.format.extent 4827103 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0104461007en_US
dc.subject (關鍵詞) 直播使用者動機zh_TW
dc.subject (關鍵詞) 社會連結zh_TW
dc.subject (關鍵詞) 使用與滿足理論zh_TW
dc.subject (關鍵詞) 行銷策略zh_TW
dc.subject (關鍵詞) Live stream appen_US
dc.subject (關鍵詞) Uses and gratificationen_US
dc.subject (關鍵詞) Social connectionen_US
dc.subject (關鍵詞) 17Mediaen_US
dc.title (題名) 直播成癮?秀場直播使用者持續使用動機研究zh_TW
dc.title (題名) Why do people watch live streaming?A research on Viewer`s Intention of Continuous Usage in Taiwanen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) Ajzen, I., & Fishbein, M. (1975). Belief, Attitude, Intention and Behaviour: An Introduction to Theory and Research, (July), 480. Retrieved from http://people.umass.edu/aizen/f&a1975.html
Battarbee, K. (2003). Defining co-experience. Proceedings of the 2003 International Conference on Designing Pleasurable Products and Interfaces - DPPI `03, 109. https://doi.org/10.1145/782896.782923
Battarbee, K. (2004). Co-Experience - Understanding User Experiences in Social Interaction. Art and Design. Retrieved from http://www.informaworld.com/index/926563995.pdf
Bründl, S., & Hess, T. (2016). Why Do Users Broadcast ? Examining Individual Motives and Social Capital on Social Live Streaming Platforms. PACIS 2016 Proceedings, (January), Paper 332.
Cantril, H., & Allport, G. W. (1935). The psychology of radio. The psychology of radio. Oxford, England: Harper.
Chang, H. H., & Chuang, S. S. (2011). Social capital and individual motivations on knowledge sharing: Participant involvement as a moderator. Information and Management, 48(1), 9-18. https://doi.org/10.1016/j.im.2010.11.001
Davis. (2017). Perceived Usefulness , Perceived Ease of Use , and User Acceptance of, 13(3), 319-340.
Dickey, M. D. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55(3), 253-273. https://doi.org/10.1007/s11423-006-9004-7
Durndell, A., & Haag, Z. (2002). Computer self efficacy, computer anxiety, attitudes towards the Internet and reported experience with the Internet, by gender, in an East European sample. Computers in Human Behavior, 18(5), 521-535. https://doi.org/10.1016/S0747-5632(02)00006-7
Esrock, S. L., & Leichty, G. B. (1998). Social responsibility and corporate web pages: Self-presentation or agenda-setting? Public Relations Review, 24(3), 305-319. https://doi.org/10.1016/S0363-8111(99)80142-8
Fagan, M. H., Neill, S., & Wooldridge, B. R. (2008). EXPLORING THE INTENTION TO USE COMPUTERS : AN EMPIRICAL INVESTIGATION OF THE ROLE OE INTRINSIC MOTIVATION , EXTRINSIC MOTIVATION , AND PERCEIVED EASE OE USE University of Texas at Tyler University of Washington - Tacoma University of Texas at Tyler. Journal of Computer Information Systems, 4417(Spring), 31-37. https://doi.org/10.1080/08874417.2008.11646019
Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on twitch: fostering participatory communities of play within live mixed media. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1315-1324. https://doi.org/10.1145/2556288.2557048
Hirschman, E. C., & Holbrook, M. B. (2016). Consumption : Hedonic Concepts ,. Journal of Marketing, 46(3), 92-101. https://doi.org/10.2307/1251707
Hsu, C. L., & Lu, H. P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information and Management, 41(7), 853-868. https://doi.org/10.1016/j.im.2003.08.014
Hu, M., Zhang, M., & Wang, Y. (2017). Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework. Computers in Human Behavior, 75, 594-606. https://doi.org/10.1016/j.chb.2017.06.006
Information, M. (2017). Acceptance Model Gender Differences in Use of E-Mail : An Extension to the Technology Acceptance Model1, 21(4), 389-400.
Katz, E,. Blumler, J.G., & Gurevitch, M. (1973). American Association for Public Opinion Research Uses and Gratifications Research Author ( s ): Elihu Katz , Jay G . Blumler and Michael Gurevitch Source : The Public Opinion Quarterly , Vol . 37 , No . 4 ( Winter , 1973-1974 ), pp . 509-523 Published by. Public Opinion Quarterly, 37(4), 509-523.
Köprülü, O., Helvaci, İ., & Turhan, M. (2016). Role of Social Media on Purchasing Behavior of Consumers Through Digital Marketing. European Journal of Business and Social Sciences, 5(05), 21-29. Retrieved from http://www.ejbss.com/recent.aspx-/
Lee, M. K. O., Cheung, C. M. K., & Chen, Z. (2005). Acceptance of Internet-based learning medium: The role of extrinsic and intrinsic motivation. Information and Management, 42(8), 1095-1104. https://doi.org/10.1016/j.im.2003.10.007
Lim, S., Cha, S. Y., Park, C., Lee, I., & Kim, J. (2012). Getting closer and experiencing together: Antecedents and consequences of psychological distance in social media-enhanced real-time streaming video. Computers in Human Behavior, 28(4), 1365-1378. https://doi.org/10.1016/j.chb.2012.02.022
Ngai, E. W. T., Moon, K. K., Lam, S. S., Chin, E. S. K., & Tao, S. S. C. (2015). Social media models, technologies, and applications. Industrial Management & Data Systems, 115(5), 769-802. https://doi.org/10.1108/IMDS-03-2015-0075
Payne, K., Keith, M. J., Schuetzler, R. M., & Giboney, J. S. (2017). Examining the learning effects of live streaming video game instruction over Twitch. Computers in Human Behavior, 77, 95-109. https://doi.org/10.1016/j.chb.2017.08.029
Pires, K., & Simon, G. (2015). YouTube Live and Twitch : A Tour of User-Generated Live Streaming Systems. MMSys DataSet, 1-6. https://doi.org/10.1145/2713168.2713195
Sangwan, S. (2005). Virtual Community Success: A Uses and Gratifications Perspective. Proceedings of the 38th Annual Hawaii International Conference on System Sciences, 00(C), 193c-193c. https://doi.org/10.1109/HICSS.2005.673
Tufekci, Z. (2008). Can You See Me Now? Audience and Disclosure Regulation in Online Social Network Sites. Bulletin of Science, Technology & Society, 28(1), 20-36. https://doi.org/10.1177/0270467607311484
van der Heijden, H. (2004). User Acceptance of Hedonic Systems. MIS Quarterly, 28(4), 695-704.
Venkatesh, V. (2000). Determinants of Perceived Ease of Use : Integrating Control , Intrinsic Motivation , Acceptance Model. Information System Research, 11(4), 342-365.
Zandhessami, H., & Geranmayeh, P. (2014). Determinants of user acceptance of internet banking: An empirical study. Management Science Letters, 4(7), 1369-1374. https://doi.org/10.5267/j.msl.2014.6.035
Zhang, S., Zhao, J., & Tan, W. (2008). Extending TAM for Online Learning Systems: An Intrinsic Motivation Perspective. Tsinghua Science and Technology, 13(3), 312-317. https://doi.org/10.1016/S1007-0214(08)70050-6
zh_TW
dc.identifier.doi (DOI) 10.6814/THE.NCCU.IMICS.011.2018.F05-