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題名 以自我決定理論探討實況中遊戲情境、遊戲結果及帶入感對遊戲實況享樂的交互作用
The Interaction of Game Context, Game Outcome, and Identification on the Enjoyment of Game Live-Streaming作者 邱奕明
Chiu, Yi-Ming貢獻者 張卿卿
Chang, Ching-Ching
邱奕明
Chiu, Yi-Ming關鍵詞 遊戲實況
實況遊戲情境
實況遊戲結果
帶入感
自我決定理論
勝任感
連結感日期 2022 上傳時間 5-Oct-2022 09:03:47 (UTC+8) 摘要 隨 2019 年新型冠狀病毒肺炎(COVID-19)在全球蔓延,民眾對遊戲及遊戲 實況等娛樂活動的需求增加。然而,過去關於遊戲實況的文獻多在探究觀眾們觀 看實況之動機,鮮少有文獻探討實況中遊戲內容對觀眾的影響。本文從自我決定 理論的角度切入,欲考察「觀眾之帶入感」、實況中「遊戲情境」和「遊戲結 果」對觀眾「勝任感」及「連結感」的作用,試圖說明觀眾是如何透過觀看遊戲 實況獲得「享樂感」的。 本研究採用 2(實況遊戲情境:競爭 vs. 合作)× 2(實況遊戲結果:贏 vs. 輸)之雙因子組間設計,並依據受試者的帶入感分數將受試者分為「高帶入」和 「低帶入」兩組,以檢視三層交互作用之效果。實驗招募 128 位「曾觀看過遊戲 實況」之受試者填寫問卷。研究結果顯示:對低度帶入實況主的觀眾而言,在競 爭情境下,看見輸的結果會比看見贏的結果有更高程度的連結感,且連結感會正 向地影響享樂感。額外分析中則發現:享樂感除了源自於觀眾對實況主的帶入 感,也來自於觀眾在連結感上的需求滿足。需注意的是連結感分數普遍偏低,分析結果應更加保守謹慎對待。 參考文獻 中文部分林日璇(2019)。〈因為Jimmy Kimmel想知道:遊戲實況觀看動機預測觀看時間及愉悅感〉,《資訊社會研究》,36:39-73。施琬妤(2017)。《看別人玩電動很有趣?以自我決定理論探討遊戲實況平台感知互動、社會臨 場感和觀看愉悅感之關係》。交通大學傳播研究所碩士論文。曹家榮(2013)。〈理解技術實作:現象學取徑初探〉,《社會分析》,7:1-43。蔡佳蒓(2019)。《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》。政治大學傳播學院傳播碩士學位學程碩士論文。謝廷昊(2020)。《無聲的參與?Twitch遊戲實況「潛水者」參與行為之初探》。政治大學傳播學院傳播碩士學位學程碩士論文。英文部分Ames, C., & Ames, R. (1984). Goal structures and motivation. 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國立政治大學
傳播學院傳播碩士學位學程
108464015資料來源 http://thesis.lib.nccu.edu.tw/record/#G0108464015 資料類型 thesis dc.contributor.advisor 張卿卿 zh_TW dc.contributor.advisor Chang, Ching-Ching en_US dc.contributor.author (Authors) 邱奕明 zh_TW dc.contributor.author (Authors) Chiu, Yi-Ming en_US dc.creator (作者) 邱奕明 zh_TW dc.creator (作者) Chiu, Yi-Ming en_US dc.date (日期) 2022 en_US dc.date.accessioned 5-Oct-2022 09:03:47 (UTC+8) - dc.date.available 5-Oct-2022 09:03:47 (UTC+8) - dc.date.issued (上傳時間) 5-Oct-2022 09:03:47 (UTC+8) - dc.identifier (Other Identifiers) G0108464015 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/142078 - 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) 108464015 zh_TW dc.description.abstract (摘要) 隨 2019 年新型冠狀病毒肺炎(COVID-19)在全球蔓延,民眾對遊戲及遊戲 實況等娛樂活動的需求增加。然而,過去關於遊戲實況的文獻多在探究觀眾們觀 看實況之動機,鮮少有文獻探討實況中遊戲內容對觀眾的影響。本文從自我決定 理論的角度切入,欲考察「觀眾之帶入感」、實況中「遊戲情境」和「遊戲結 果」對觀眾「勝任感」及「連結感」的作用,試圖說明觀眾是如何透過觀看遊戲 實況獲得「享樂感」的。 本研究採用 2(實況遊戲情境:競爭 vs. 合作)× 2(實況遊戲結果:贏 vs. 輸)之雙因子組間設計,並依據受試者的帶入感分數將受試者分為「高帶入」和 「低帶入」兩組,以檢視三層交互作用之效果。實驗招募 128 位「曾觀看過遊戲 實況」之受試者填寫問卷。研究結果顯示:對低度帶入實況主的觀眾而言,在競 爭情境下,看見輸的結果會比看見贏的結果有更高程度的連結感,且連結感會正 向地影響享樂感。額外分析中則發現:享樂感除了源自於觀眾對實況主的帶入 感,也來自於觀眾在連結感上的需求滿足。需注意的是連結感分數普遍偏低,分析結果應更加保守謹慎對待。 zh_TW dc.description.tableofcontents 第一章 緒論 1第一節 研究背景與動機 1第二節 研究目的與問題 4第二章 文獻回顧 6第一節 概念化遊戲實況 6第二節 自我決定理論與遊戲實況 7第三節 實況中遊戲情境、遊戲結果與內在需求的關係 10第四節 媒體享樂與內在需求 17第五節 觀眾對實況主之帶入 18第三章 研究方法 21第一節 研究架構 21第二節 實驗設計 22第三節 實驗刺激物前測 23第四節 正式施測刺激物 39第五節 招募對象 39第六節 正式施測流程 40第七節 正式施測量表 41第四章 研究結果分析 47第一節 實驗受試者樣本 47第二節 量表信度 49第三節 操弄檢定 49第四節 假設檢定 51第五章 結論 59第一節 研究發現與討論 59第二節 學術與實務貢獻 65第三節 研究限制與未來建議 66第六章 參考文獻 69附錄一 前測問卷 81附錄二 正式施測問卷 86 zh_TW dc.format.extent 6783733 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0108464015 en_US dc.subject (關鍵詞) 遊戲實況 zh_TW dc.subject (關鍵詞) 實況遊戲情境 zh_TW dc.subject (關鍵詞) 實況遊戲結果 zh_TW dc.subject (關鍵詞) 帶入感 zh_TW dc.subject (關鍵詞) 自我決定理論 zh_TW dc.subject (關鍵詞) 勝任感 zh_TW dc.subject (關鍵詞) 連結感 zh_TW dc.title (題名) 以自我決定理論探討實況中遊戲情境、遊戲結果及帶入感對遊戲實況享樂的交互作用 zh_TW dc.title (題名) The Interaction of Game Context, Game Outcome, and Identification on the Enjoyment of Game Live-Streaming en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 中文部分林日璇(2019)。〈因為Jimmy Kimmel想知道:遊戲實況觀看動機預測觀看時間及愉悅感〉,《資訊社會研究》,36:39-73。施琬妤(2017)。《看別人玩電動很有趣?以自我決定理論探討遊戲實況平台感知互動、社會臨 場感和觀看愉悅感之關係》。交通大學傳播研究所碩士論文。曹家榮(2013)。〈理解技術實作:現象學取徑初探〉,《社會分析》,7:1-43。蔡佳蒓(2019)。《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》。政治大學傳播學院傳播碩士學位學程碩士論文。謝廷昊(2020)。《無聲的參與?Twitch遊戲實況「潛水者」參與行為之初探》。政治大學傳播學院傳播碩士學位學程碩士論文。英文部分Ames, C., & Ames, R. 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