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題名 合作點好嗎?從自我決定理論探討在《OVERCOOKED》合作模擬遊戲中目標結構與玩家類型對享樂感與未來合作意願的影響
作者 蔡佳蒓
Tsai, Chia-Chun
貢獻者 林日璇
Lin, Jih-Hsuan
蔡佳蒓
Tsai, Chia-Chun
關鍵詞 目標結構
玩家類型
自我決定論
自主性
勝任感
連結感
享樂感
未來合作意願
goal structure
self-determination theory
autonomy
competence
relatedness
enjoyment
player type
future willingness to cooperate with others
日期 2019
上傳時間 6-Dec-2019 09:24:04 (UTC+8)
摘要 本研究採取實驗法,以2(目標結構:合作vs. 團隊間競爭)x3(玩家類型:遊戲玩家/遊戲玩家vs. 遊戲玩家/非遊戲玩家vs. 非遊戲玩家/非遊戲玩家)的參與者組間設計(between-subject experimental design),試圖探究在遊玩《OVERCOOKED》這款合作模擬遊戲時,不同的目標結構以及不同玩家類型對於享樂感的影響。另外,本研究更加入了自我決定論中的自主性、勝任感、連結感作為中介變項,觀察這三項內在心理需求將會如何影響目標結構與享樂感之間的關係,並進一步探討參與者的享樂感是否影響到未來與他人合作的意願。
本次實驗總共招募174位參與者,研究結果發現自我決定論中的三項內在心理需求均能正向預測享樂感,也就是說,自主性、勝任感、連結感愈高,享樂感就愈高。而參與者的享樂感亦可以正向影響未來合作意願,享樂感愈高參與者未來與他人合作的意願也愈高。
This study conducted an experimentation method to investigate the effect of different types of goal structure and player types on enjoyment. A 2 (goal structures: intergroup competition vs. cooperation) X 3 (player types: gamer & gamer vs. gamer & non-gamer vs. non-gamer & non-gamer) between-subject experimental design are applied. The mediation of three intrinsic mental need in self-determination theory (SDT) including autonomy, competence, and relatedness are also discussed. Furthermore, this study also examined the participants’ willingness to cooperate with the other in the future.
This study recruited 174 participants, the result showed that autonomy, competence, and relatedness could induce enjoyment under the cooperate game. And participants’ enjoyment also can influence their willingness to cooperate with the other in the future.
參考文獻 一、中文部分
丁鴻裕(2013)。〈新興電玩族群:指尖遊戲族、輕桌遊族、宅消費族〉。資策會產業情報研究所。取自:https://mic.iii.org.tw/IndustryObservations_PressRelease02.aspx?sqno=324
洪仲威、李峻德(2017)。《遊戲化感知、運動動機、運動自我效能之關聯性研究》。交通大學傳播研究所碩士論文,1-126。
詹雪蘭、李文瑞(2004)。〈溝通對策略聯盟績效與夥伴間長期合作意願影響之研究〉,《企業管理學報》,(60):61-84。
劉欣飴(2009)。〈以社會能供性觀點探討資訊科技認知對合作意願影響之研究〉,《資訊社會研究》,(16):89-134。
顏志龍、鄭中平(2015)。給論文寫作者的統計指南:傻瓜也會跑統計。臺北市:五南圖書出版股份有限公司。

二、英文部分
BBCNews (2017). Uncharted 4 wins best game at Bafta awards. Retried from http://www.bbc.co.uk/news/technology-39516396
Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55, 406-412.
Burguillo, J. C. (2010). Using game theory and Competition-based Learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
Cadinu, M., Maass, A., Rosabianca, A., & Kiesner, J. (2005). Why Do Women Underperform Under Stereotype Threat? Psychological Science (0956-7976), 16(7), 572-578.
Cagiltay, N. E., Ozcelik, E., & Ozcelik, N. S. (2015). The effect of competition on learning in games. Computers & Education, 87, 35-41.
Croizet, J.-C., Després, G., Gauzins, M.-E., Huguet, P., Leyens, J.-P., & Méot, A. (2004). Stereotype Threat Undermines Intellectual Performance by Triggering a Disruptive Mental Load. 30(6), 721-731.
Deci, E., & Ryan, R. (1985). Intrinsic Motivation and Self-Determination in Human Behavior (Vol. 3).
Deci, E. L., & Ryan, R. M. (1991). A motivational approach to self: Integration in personality. In Nebraska Symposium on Motivation, 1990: Perspectives on motivation. (pp. 237-288). Lincoln, NE, US: University of Nebraska Press.
Deci, E. L., & Ryan, R. M. (2002). Overview of self-determination theory: An organismic dialectical perspective. Handbook of self-determination research, 3-33.
Deutsch, M. (1949). A Theory of Co-operation and Competition. 2(2), 129-152.
Deutsch, M., & Krauss, R. M. (1962). Studies of interpersonal bargaining. Journal of Conflict Resolution, 6(1), 52-76.
Edmunds, J. C. (1993). Collaborating to Compete: Using Strategic Alliances and Acquisitions in the Global Marketplace. Columbia Journal of World Business, 28(3), 102-104.
Ganesan, S. (1994). Determinants of Long-Term Orientation in Buyer-Seller Relationships. 58(2), 1-19.
Heeter, C., Lee, Y.-H., Magerko, B., Medler, B. J. I. J. o. G., & Simulations, C.-M. (2011). Impacts of forced serious game play on vulnerable subgroups. 3(3), 34-53.
Harackiewicz, J., & Sansone, C. (1991). Goals and intrinsic motivation: You can get there from here. In M. L. Maehr & P. R. Pintrich (Eds.), Advances in motivation and achievement (Vol. 7, pp. 2149). Green wich, CT: JAI Press.
Jelle Kooistra (2019). Newzoo’s Trends to Watch in 2019. Newzoo. Retried from https://newzoo.com/insights/articles/newzoos-trends-to-watch-in-2019/
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描述 碩士
國立政治大學
傳播學院傳播碩士學位學程
106464021
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0106464021
資料類型 thesis
dc.contributor.advisor 林日璇zh_TW
dc.contributor.advisor Lin, Jih-Hsuanen_US
dc.contributor.author (Authors) 蔡佳蒓zh_TW
dc.contributor.author (Authors) Tsai, Chia-Chunen_US
dc.creator (作者) 蔡佳蒓zh_TW
dc.creator (作者) Tsai, Chia-Chunen_US
dc.date (日期) 2019en_US
dc.date.accessioned 6-Dec-2019 09:24:04 (UTC+8)-
dc.date.available 6-Dec-2019 09:24:04 (UTC+8)-
dc.date.issued (上傳時間) 6-Dec-2019 09:24:04 (UTC+8)-
dc.identifier (Other Identifiers) G0106464021en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/127738-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 傳播學院傳播碩士學位學程zh_TW
dc.description (描述) 106464021zh_TW
dc.description.abstract (摘要) 本研究採取實驗法,以2(目標結構:合作vs. 團隊間競爭)x3(玩家類型:遊戲玩家/遊戲玩家vs. 遊戲玩家/非遊戲玩家vs. 非遊戲玩家/非遊戲玩家)的參與者組間設計(between-subject experimental design),試圖探究在遊玩《OVERCOOKED》這款合作模擬遊戲時,不同的目標結構以及不同玩家類型對於享樂感的影響。另外,本研究更加入了自我決定論中的自主性、勝任感、連結感作為中介變項,觀察這三項內在心理需求將會如何影響目標結構與享樂感之間的關係,並進一步探討參與者的享樂感是否影響到未來與他人合作的意願。
本次實驗總共招募174位參與者,研究結果發現自我決定論中的三項內在心理需求均能正向預測享樂感,也就是說,自主性、勝任感、連結感愈高,享樂感就愈高。而參與者的享樂感亦可以正向影響未來合作意願,享樂感愈高參與者未來與他人合作的意願也愈高。
zh_TW
dc.description.abstract (摘要) This study conducted an experimentation method to investigate the effect of different types of goal structure and player types on enjoyment. A 2 (goal structures: intergroup competition vs. cooperation) X 3 (player types: gamer & gamer vs. gamer & non-gamer vs. non-gamer & non-gamer) between-subject experimental design are applied. The mediation of three intrinsic mental need in self-determination theory (SDT) including autonomy, competence, and relatedness are also discussed. Furthermore, this study also examined the participants’ willingness to cooperate with the other in the future.
This study recruited 174 participants, the result showed that autonomy, competence, and relatedness could induce enjoyment under the cooperate game. And participants’ enjoyment also can influence their willingness to cooperate with the other in the future.
en_US
dc.description.tableofcontents 謝辭 I
摘要 III
ABSTRACT IV
目錄 V
表目錄 VIII
圖目錄 X
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的與研究問題 3
第二章 文獻探討 5
第一節 目標結構:遊戲中的合作與競爭 5
第二節 自我決定論與動機 8
一、自我決定論(self-determination theory, SDT) 8
二、目標結構、內在需求與享樂感之間的關係 13
第三節 玩家類型特質與組合 15
第四節 目標結構與享樂感 17
第五節 享樂感與未來合作意願 18
第六節 玩家類型組合與內在需求的調節中介模型 19
第三章 研究方法 20
第一節 研究架構與假設 20
一、 概念架構 20
二、 研究假設 21
第二節 實驗設計 22
一、 實驗設計 22
二、 實驗刺激物 23
第三節 實驗前測 25
一、 前測對象與流程 25
二、 前測結果 25
第四節 參與者招募與實驗流程 27
第五節 變項測量 29
一、 自變項 29
二、 中介變項 29
三、 調節變項 32
四、 依變項 33
五、 共變項 35
第四章 研究結果 37
第一節 樣本與描述性統計 37
第二節 量表信度檢測 39
一、 自主性量表信度檢驗 39
二、 勝任感量表信度檢驗 39
三、 連結感量表信度檢驗 39
四、 享樂感量表信度檢驗 40
五、 未來合作意願量表信度檢驗 40
第三節 操弄檢定 42
第四節 假設檢驗 43
第五章 結論 58
第一節 研究發現與討論 58
一、 操弄檢定 58
二、 目標結構與三項內在需求滿足的關係 59
三、 內在需求滿足與享樂感的關係 59
四、 玩家類型組合對於目標結構與內在需求滿足的調節效果 60
五、 享樂感與未來合作意願的關係 60
六、 調節中介效果 60
第二節 學術與實務貢獻 61
一、 學術貢獻 61
二、 實務貢獻與建議 62
第三節 研究限制與未來建議 63
一、 研究限制 63
二、 未來研究建議 64
參考文獻 66
附錄 72
附錄一:報名問卷 72
附錄二:研究問卷 74
zh_TW
dc.format.extent 3950777 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0106464021en_US
dc.subject (關鍵詞) 目標結構zh_TW
dc.subject (關鍵詞) 玩家類型zh_TW
dc.subject (關鍵詞) 自我決定論zh_TW
dc.subject (關鍵詞) 自主性zh_TW
dc.subject (關鍵詞) 勝任感zh_TW
dc.subject (關鍵詞) 連結感zh_TW
dc.subject (關鍵詞) 享樂感zh_TW
dc.subject (關鍵詞) 未來合作意願zh_TW
dc.subject (關鍵詞) goal structureen_US
dc.subject (關鍵詞) self-determination theoryen_US
dc.subject (關鍵詞) autonomyen_US
dc.subject (關鍵詞) competenceen_US
dc.subject (關鍵詞) relatednessen_US
dc.subject (關鍵詞) enjoymenten_US
dc.subject (關鍵詞) player typeen_US
dc.subject (關鍵詞) future willingness to cooperate with othersen_US
dc.title (題名) 合作點好嗎?從自我決定理論探討在《OVERCOOKED》合作模擬遊戲中目標結構與玩家類型對享樂感與未來合作意願的影響zh_TW
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 一、中文部分
丁鴻裕(2013)。〈新興電玩族群:指尖遊戲族、輕桌遊族、宅消費族〉。資策會產業情報研究所。取自:https://mic.iii.org.tw/IndustryObservations_PressRelease02.aspx?sqno=324
洪仲威、李峻德(2017)。《遊戲化感知、運動動機、運動自我效能之關聯性研究》。交通大學傳播研究所碩士論文,1-126。
詹雪蘭、李文瑞(2004)。〈溝通對策略聯盟績效與夥伴間長期合作意願影響之研究〉,《企業管理學報》,(60):61-84。
劉欣飴(2009)。〈以社會能供性觀點探討資訊科技認知對合作意願影響之研究〉,《資訊社會研究》,(16):89-134。
顏志龍、鄭中平(2015)。給論文寫作者的統計指南:傻瓜也會跑統計。臺北市:五南圖書出版股份有限公司。

二、英文部分
BBCNews (2017). Uncharted 4 wins best game at Bafta awards. Retried from http://www.bbc.co.uk/news/technology-39516396
Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55, 406-412.
Burguillo, J. C. (2010). Using game theory and Competition-based Learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
Cadinu, M., Maass, A., Rosabianca, A., & Kiesner, J. (2005). Why Do Women Underperform Under Stereotype Threat? Psychological Science (0956-7976), 16(7), 572-578.
Cagiltay, N. E., Ozcelik, E., & Ozcelik, N. S. (2015). The effect of competition on learning in games. Computers & Education, 87, 35-41.
Croizet, J.-C., Després, G., Gauzins, M.-E., Huguet, P., Leyens, J.-P., & Méot, A. (2004). Stereotype Threat Undermines Intellectual Performance by Triggering a Disruptive Mental Load. 30(6), 721-731.
Deci, E., & Ryan, R. (1985). Intrinsic Motivation and Self-Determination in Human Behavior (Vol. 3).
Deci, E. L., & Ryan, R. M. (1991). A motivational approach to self: Integration in personality. In Nebraska Symposium on Motivation, 1990: Perspectives on motivation. (pp. 237-288). Lincoln, NE, US: University of Nebraska Press.
Deci, E. L., & Ryan, R. M. (2002). Overview of self-determination theory: An organismic dialectical perspective. Handbook of self-determination research, 3-33.
Deutsch, M. (1949). A Theory of Co-operation and Competition. 2(2), 129-152.
Deutsch, M., & Krauss, R. M. (1962). Studies of interpersonal bargaining. Journal of Conflict Resolution, 6(1), 52-76.
Edmunds, J. C. (1993). Collaborating to Compete: Using Strategic Alliances and Acquisitions in the Global Marketplace. Columbia Journal of World Business, 28(3), 102-104.
Ganesan, S. (1994). Determinants of Long-Term Orientation in Buyer-Seller Relationships. 58(2), 1-19.
Heeter, C., Lee, Y.-H., Magerko, B., Medler, B. J. I. J. o. G., & Simulations, C.-M. (2011). Impacts of forced serious game play on vulnerable subgroups. 3(3), 34-53.
Harackiewicz, J., & Sansone, C. (1991). Goals and intrinsic motivation: You can get there from here. In M. L. Maehr & P. R. Pintrich (Eds.), Advances in motivation and achievement (Vol. 7, pp. 2149). Green wich, CT: JAI Press.
Jelle Kooistra (2019). Newzoo’s Trends to Watch in 2019. Newzoo. Retried from https://newzoo.com/insights/articles/newzoos-trends-to-watch-in-2019/
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dc.identifier.doi (DOI) 10.6814/NCCU201901256en_US