學術產出-Theses

Article View/Open

Publication Export

Google ScholarTM

政大圖書館

Citation Infomation

題名 遊戲失敗也沒關係?新聞遊戲中成敗結果與利社會行為之關係探討
Losing is the new win: The Effects of Outcome and Willingness of Prosocial Behaviors of Newsgames
作者 蕭煒霖
Hsiao, Wei Lin
貢獻者 林日璇<br>廖峻鋒
Lin, Jih-Hsuan<br>Liao, Chun-Feng
蕭煒霖
Hsiao, Wei Lin
關鍵詞 新聞遊戲
同理心
享樂感
情緒
生理激起
利社會行為
Newsgames
Empathy
Enjoyment
Emotion
Arousal
Prosocial behavior
日期 2022
上傳時間 2-Dec-2022 15:24:34 (UTC+8)
摘要 新聞遊戲為新科技時代高效益的傳播方式。身為嚴肅遊戲的其中一個分支,新聞遊戲驅使人們運用自己對世界的認知,解決遊戲當中的問題,也就是新聞事件本身(Frasca, 2001)。本研究基於2010年Peng所進行的新聞遊戲中利社會行為研究進行延伸探討(Peng, Lee, & Heeter, 2010),探究遊玩新聞遊戲後享樂感及利社會行為意願關係。又考慮新聞遊戲基於文本差異的特性,本研究進一步探討情緒作為中介變項,對於利社會行為意願的效果。
本研究以遊戲結果作為自變項,四項助人意願指標作為依變項,其中包含(a)分享新聞、(b)與親友討論新聞、(c)參與相關連署、(d)捐款意願。並以情緒、享樂感作為中介變項,兩款不同遊戲各自代表一種遊戲氛圍作為調節變項,觀察其中介調節模型各項關係的顯著性與彼此之間影響程度。
透過189份有效問卷,結果發現:遊戲結果及情緒與享樂感呈正向相關,而兩個中介變因也與利社會行為有正向相關。享樂感雖與遊戲結果有強烈關聯,但卻不完整中介遊戲結果與利社會行為之間的關係,反之,情緒與遊戲氛圍之交互作用可作為遊戲結果與利社會行為的中介。
本研究重複驗證了享樂感與利社會行為的強烈關聯,並基於新聞之特性,強調了情緒在此模型中的角色。以不同刺激物進行測定,貼近實際新聞遊戲的傳播場景,並且延伸利社會行為心理路徑的探索,同時也提供新聞遊戲設計者設計上的建議,如:情緒波動需要控制得宜、遊戲玩法與機制需要更多變化、選用議題擴散以外的CTA等。
Newsgames are efficient ways of communication in the new technological era. Newsgames, as one of the branches of serious games, drive people to use their knowledge of the world to solve the problems in the game, i.e., the news itself (Frasca, 2001). This study extends Peng’s study in 2010 on the prosocial behavior in newsgames (Peng, Lee, & Heeter, 2010), investigating the relationship between enjoyment and prosocial behaviors after playing newsgames. Considering the text-dependent nature of news games, this study further investigates the effect of emotion as a mediating variable on prosocial behavior intentions.
In this study, outcome of playing newsgames was used as the independent variable and four indicators of willingness to help were used as dependent variables, including (a) sharing news, (b) discussing news with friends and relatives, (c) participating in related sign-ups, and (d) willingness to donate. The mediating variables were emotion and enjoyment, and two different games each representing a game atmosphere were used as the moderating variables to observe the significance and degree of influence of the mediated moderating model on each relationship.
Through 189 valid questionnaires, it was found that game outcome and emotion were positively related to enjoyment, and the two mediating variables were also positively related to prosocial behavior. Although enjoyment was strongly associated with game outcome, it did not fully mediate the relationship between game outcome and prosocial behavior; on the contrary, the interaction between emotion and game atmosphere could mediate the relationship between game outcome and prosocial behavior.
This study repeatedly verified the strong association between enjoyment and prosocial behavior, and emphasized the role of emotion in this model based on the characteristics of news. It also provides suggestions for news game designers, such as the need to control emotional fluctuations, the need for more variation in game play and mechanism, and the use of CTAs beyond issue diffusion.
參考文獻 王淑美. (2018). 網路速度與新聞-轉變中的記者時間實踐及價值反思. 中華傳播學刊, 33, 33. doi:10.6195/cjcr.201806_33.0002
周厚伶. (2018). 社群平台新聞與評論情緒之互動影響:以公共場所無差別殺人事件新聞為例. 國立政治大學, Retrieved from http://dx.doi.org/10.6814/THE.NCCU.COMM.012.2018.F05
林怡臻. (2012). 以資源基礎觀點比較傳統媒體與新媒體新聞產製之競爭優勢. (碩士). 國立交通大學, 新竹市. Retrieved from https://hdl.handle.net/11296/e854ub
洪欣慈、連珮宇. (2017). 聯合報首檔新聞遊戲製作秘辛大公開. Retrieved from https://udn.com/upf/newmedia/2017_data/20170807_weathergame/index.html
財團法人台灣網路資訊中心. (2022). 2022台灣網路報告. 台灣網路報告. Retrieved from https://report.twnic.tw/2022/index.html
動態消息發佈商準則. (2017). Facebook Business 使用說明. Retrieved from https://www.facebook.com/business/help/872613956197195?id=193136622109756
國家傳播通訊委員會. (2020). 國家傳播通訊委員會 - 新聞稿. Retrieved from https://www.ncc.gov.tw/chinese/news.aspx?site_content_sn=8&is_history=0
報導者. (2018, August 01). 《報導者》常見問題Q&A. Retrieved from https://www.twreporter.org/a/about-us-questions
葉乃靜. (2020). 後真相時代社群媒體上的假新聞分享行為研究. Journal of Library and Information Science, 46(1), 96-112.
臺灣傳播調查資料庫. (2018). 你常看新聞嗎?─探討台灣民眾觀看新聞之習慣與問題. Retrieved from http://www.crctaiwan.nctu.edu.tw/ResultsShow_detail.asp?RS_ID=105
蘇蘅. (1995). 消息來源與新聞價值-報紙如何報導「許歷農退黨」效應. [News Coverage of the Effect of Li Nun Hsu`s Defection from KMT in Four Daily Newspapers]. 新聞學研究(50), 15-40. doi:10.30386/MCR.199501_(50).0002
Abt, C. C. (1987). Serious Games: University Press of America.
Archer, R. L., Diaz-Loving, R., Gollwitzer, P. M., Davis, M. H., & Foushee, H. C. (1981). The role of dispositional empathy and social evaluation in the empathic mediation of helping.
Aslam, F., Awan, T. M., Syed, J. H., Kashif, A., & Parveen, M. (2020). Sentiments and emotions evoked by news headlines of coronavirus disease (COVID-19) outbreak. Humanities and Social Sciences Communications, 7(1). doi:10.1057/s41599-020-0523-3
Bagozzi, R. P., & Moore, D. J. (1994). Public service advertisements: Emotions and empathy guide prosocial behavior. Journal of marketing, 58(1), 56-70.
Blair, R. J. (2005). Responding to the emotions of others: dissociating forms of empathy through the study of typical and psychiatric populations. Conscious Cogn, 14(4), 698-718. doi:10.1016/j.concog.2005.06.004
Bogost, I., Ferrari, S., & Schweizer, B. (2010). Newsgames. Journalism at play.
Burton, J. (2005). News-Game Journalism: History, Current Use and Possible Futures. Australian Journal of Emerging Technologies and Society.
Cuff, B. M. P., Brown, S. J., Taylor, L., & Howat, D. J. (2016). Empathy: A Review of the Concept. Emotion Review, 8(2), 144-153. doi:10.1177/1754073914558466
Davis, M. H., Conklin, L., Smith, A., & Luce, C. (1996). Effect of perspective taking on the cognitive representation of persons: a merging of self and other. J Pers Soc Psychol, 70(4), 713-726. doi:10.1037//0022-3514.70.4.713
Decety, J., & Hodges, S. D. (2006). The social neuroscience of empathy. Bridging social psychology, 103-109.
Djaouti, D., Alvarez, J., Jessel, J.-P., & Rampnoux, O. (2011). Origins of serious games. In Serious games and edutainment applications (pp. 25-43): Springer.
Eisenberg, N., & Miller, P. A. (1987). The relation of empathy to prosocial and related behaviors. Psychological Bulletin, 101(1), 91-119. doi:10.1037/0033-2909.101.1.91
Erikson, E. H. (1950). Childhood and society. New York, NY, US: W W Norton & Co.
Ferrier, A., & Fleming, J. (2014). The advertising effect: how to change behaviour. South Melbourne, Vic: Oxford University Press.
Frasca, G. (2001). Rethinking agency and immersion: video games as a means of consciousness-raising. Digital Creativity, 12(3), 167-174. doi:10.1076/digc.12.3.167.3225
Goodall, C. E., Slater, M. D., & Myers, T. A. (2013). Fear and Anger Responses to Local News Coverage of Alcohol-Related Crimes, Accidents, and Injuries: Explaining News Effects on Policy Support Using a Representative Sample of Messages and People. Journal of Communications, 63(2), 373-392. doi:10.1111/jcom.12020
Greenzeiger, M. F., Phulari, R., & Sanghavi, M. K. (2015). Inferring user mood based on user and group characteristic data. In: Google Patents.
Hefner, D., Klimmt, C., & Vorderer, P. (2007). Identification with the player character as determinant of video game enjoyment. Paper presented at the International conference on entertainment computing.
Hoffman, B., & Nadelson, L. (2010). Motivational engagement and video gaming: A mixed methods study. Educational Technology Research and Development, 58, 245-270. doi:10.1007/s11423-009-9134-9
Hoffman, M. L. (1973). Empathy, Role-Taking, Guilt, and Development of Altruistic Motives.
Hoffman, M. L. (1985). Interaction of affect and cognition in empathy. In Emotions, cognition, and behavior. (pp. 103-131). New York, NY, US: Cambridge University Press.
Jeremy B. Merrill, W. O. (2021, 2021.10.26). Five points for anger, one for a ‘like’: How Facebook’s formula fostered rage and misinformation. Retrieved from https://www.washingtonpost.com/technology/2021/10/26/facebook-angry-emoji-algorithm/
Klimmt, C., Hefner, D., & Vorderer, P. (2009). The video game experience as "true" identification: A theory of enjoyable alterations of players` self-perception. Communication Theory, 19(4), 351-373. doi:10.1111/j.1468-2885.2009.01347.x
Koster, R. (2013). Theory of Fun for Game Design: O`Reilly Media, Inc.
Lee, A. Y. L., & So, C. Y. K. (2001). Electronic newspaper as digital marketplaces. World Futures, 57(5), 495-522. doi:10.1080/02604027.2001.9972846
Lin, J.-H. T., & Wu, D.-Y. (2019). Newsgames for the Greater Good: The Effects of Graphic Realism and Geographic Proximity on Knowledge Acquisition and Willingness to Help. Journalism & Mass Communication Quarterly, 97(1), 30-51. doi:10.1177/1077699018820315
Lin, J.-H. T., & Wu, D.-Y. (2020). Newsgames for the Greater Good: The Effects of Graphic Realism and Geographic Proximity on Knowledge Acquisition and Willingness to Help. Journalism & Mass Communication Quarterly, 97(1), 30-51. doi:10.1177/1077699018820315
Lippmann, W., & Oliver Wendell Holmes, C. (1922). Public opinion. New York: Harcourt, Brace and Company.
Massey, B. L. (2004). Examination of 38 web newspapers shows nonlinear storytelling rare. Newspaper Research Journal, 25(3), 96-102.
Mitchell, A. (2018, December 3). Americans Still Prefer Watching to Reading the News – and Mostly Still Through Television. Retrieved from https://www.journalism.org/2018/12/03/americans-still-prefer-watching-to-reading-the-news-and-mostly-still-through-television/
Myrick, J. G. (2017). Identification and Emotions Experienced after a Celebrity Cancer Death Shape Information Sharing and Prosocial Behavior. Journal of Health Communication, 22(6), 515-522. doi:10.1080/10810730.2017.1315622
Newspapers Fact Sheet. (2019, July 9). Retrieved from https://www.journalism.org/fact-sheet/newspapers/
Oswald, C. A., Prorock, C., & Murphy, S. M. (2014). The perceived meaning of the video game experience: An exploratory study. Psychology of Popular Media Culture, 3(2), 110.
Pallavicini, F., Pepe, A., Caragnano, C. C., & Mantovani, F. (2020, 2020//). Video Games to Foster Empathy: A Critical Analysis of the Potential of Detroit: Become Human and the Walking Dead. Paper presented at the Universal Access in Human-Computer Interaction. Applications and Practice, Cham.
Peng, W., Lee, M., & Heeter, C. (2010). The Effects of a Serious Game on Role-Taking and Willingness to Help. Journal of Communication, 60(4), 723-742. doi:10.1111/j.1460-2466.2010.01511.x
Ruiz, S. Susana Ruiz - Take Action Games : Home. Retrieved from https://susanaruiz.org/takeactiongames-darfurisdying
Russell, J., Weiss, A., & Mendelsohn, G. (1989). Affect Grid: A Single-Item Scale of Pleasure and Arousal. Journal of Personality and Social Psychology, 57, 493-502. doi:10.1037/0022-3514.57.3.493
Russell Pine, T. F., Simon McCallum, and Kylie Sutcliffe. (2020). The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review. Games for Health Journal, 9(4), 255-264. doi:10.1089/g4h.2019.0132
Ryan, R. M. (1982). Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory. Journal of Personality and Social Psychology, 43(3), 450.
Shafer, D. M. (2012). Causes of State Hostility and Enjoyment in Player Versus Player and Player Versus Environment Video Games. Journal of Communication, 62(4), 719-737. doi:10.1111/j.1460-2466.2012.01654.x
Shoemaker, P. J. (2006). News and newsworthiness: A commentary. Communications, 31(1), 105-111.
Shoshani, A., & Krauskopf, M. (2021). The Fortnite social paradox: The effects of violent-cooperative multi-player video games on children`s basic psychological needs and prosocial behavior. Computers in Human Behavior, 116, 106641. doi:https://doi.org/10.1016/j.chb.2020.106641
Vorderer, P., Hartmann, T., & Klimmt, C. (2003). Explaining the enjoyment of playing video games: The role of competition.
Weber, S., & Mitchell, C. (2008). Imaging, keyboarding, and posting identities: Young people and new media technologies. Youth, identity, and digital media, 7, 25-47.
Wilkinson, P. (2016). A Brief History of Serious Games. In (Vol. 9970, pp. 17-41).
描述 碩士
國立政治大學
數位內容碩士學位學程
108462009
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0108462009
資料類型 thesis
dc.contributor.advisor 林日璇<br>廖峻鋒zh_TW
dc.contributor.advisor Lin, Jih-Hsuan<br>Liao, Chun-Fengen_US
dc.contributor.author (Authors) 蕭煒霖zh_TW
dc.contributor.author (Authors) Hsiao, Wei Linen_US
dc.creator (作者) 蕭煒霖zh_TW
dc.creator (作者) Hsiao, Wei Linen_US
dc.date (日期) 2022en_US
dc.date.accessioned 2-Dec-2022 15:24:34 (UTC+8)-
dc.date.available 2-Dec-2022 15:24:34 (UTC+8)-
dc.date.issued (上傳時間) 2-Dec-2022 15:24:34 (UTC+8)-
dc.identifier (Other Identifiers) G0108462009en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/142671-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 數位內容碩士學位學程zh_TW
dc.description (描述) 108462009zh_TW
dc.description.abstract (摘要) 新聞遊戲為新科技時代高效益的傳播方式。身為嚴肅遊戲的其中一個分支,新聞遊戲驅使人們運用自己對世界的認知,解決遊戲當中的問題,也就是新聞事件本身(Frasca, 2001)。本研究基於2010年Peng所進行的新聞遊戲中利社會行為研究進行延伸探討(Peng, Lee, & Heeter, 2010),探究遊玩新聞遊戲後享樂感及利社會行為意願關係。又考慮新聞遊戲基於文本差異的特性,本研究進一步探討情緒作為中介變項,對於利社會行為意願的效果。
本研究以遊戲結果作為自變項,四項助人意願指標作為依變項,其中包含(a)分享新聞、(b)與親友討論新聞、(c)參與相關連署、(d)捐款意願。並以情緒、享樂感作為中介變項,兩款不同遊戲各自代表一種遊戲氛圍作為調節變項,觀察其中介調節模型各項關係的顯著性與彼此之間影響程度。
透過189份有效問卷,結果發現:遊戲結果及情緒與享樂感呈正向相關,而兩個中介變因也與利社會行為有正向相關。享樂感雖與遊戲結果有強烈關聯,但卻不完整中介遊戲結果與利社會行為之間的關係,反之,情緒與遊戲氛圍之交互作用可作為遊戲結果與利社會行為的中介。
本研究重複驗證了享樂感與利社會行為的強烈關聯,並基於新聞之特性,強調了情緒在此模型中的角色。以不同刺激物進行測定,貼近實際新聞遊戲的傳播場景,並且延伸利社會行為心理路徑的探索,同時也提供新聞遊戲設計者設計上的建議,如:情緒波動需要控制得宜、遊戲玩法與機制需要更多變化、選用議題擴散以外的CTA等。
zh_TW
dc.description.abstract (摘要) Newsgames are efficient ways of communication in the new technological era. Newsgames, as one of the branches of serious games, drive people to use their knowledge of the world to solve the problems in the game, i.e., the news itself (Frasca, 2001). This study extends Peng’s study in 2010 on the prosocial behavior in newsgames (Peng, Lee, & Heeter, 2010), investigating the relationship between enjoyment and prosocial behaviors after playing newsgames. Considering the text-dependent nature of news games, this study further investigates the effect of emotion as a mediating variable on prosocial behavior intentions.
In this study, outcome of playing newsgames was used as the independent variable and four indicators of willingness to help were used as dependent variables, including (a) sharing news, (b) discussing news with friends and relatives, (c) participating in related sign-ups, and (d) willingness to donate. The mediating variables were emotion and enjoyment, and two different games each representing a game atmosphere were used as the moderating variables to observe the significance and degree of influence of the mediated moderating model on each relationship.
Through 189 valid questionnaires, it was found that game outcome and emotion were positively related to enjoyment, and the two mediating variables were also positively related to prosocial behavior. Although enjoyment was strongly associated with game outcome, it did not fully mediate the relationship between game outcome and prosocial behavior; on the contrary, the interaction between emotion and game atmosphere could mediate the relationship between game outcome and prosocial behavior.
This study repeatedly verified the strong association between enjoyment and prosocial behavior, and emphasized the role of emotion in this model based on the characteristics of news. It also provides suggestions for news game designers, such as the need to control emotional fluctuations, the need for more variation in game play and mechanism, and the use of CTAs beyond issue diffusion.
en_US
dc.description.tableofcontents 謝辭 i
摘要 iii
Abstract iv
目 次 vi
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 文獻探討 7
第一節 新聞遊戲 7
第二節 同理心 13
第三節 新聞遊戲與情緒 15
第四節 遊戲結果與享樂感 18
第五節 研究假設 22
第三章 研究方法 25
第一節 研究架構 25
第二節 刺激物 25
第三節 受試者 26
第四節 問卷設計 26
一、享樂感 27
二、情緒與生理激起 27
三、利社會行為 28
第五節 前測 29
一、前測目的與方法 29
二、前測結果 30
第四章 研究結果 32
第一節 樣本與描述性統計 32
第二節 量表信度檢測 33
一、享樂感量表信度檢測 33
二、利社會行為意願量表信度檢測 34
第三節 假設檢驗 34
一、RQ1 34
(一)情緒x分享新聞意願線性回歸檢定 34
(二)情緒x與親友討論新聞意願線性回歸檢定 36
(三)情緒x簽署新聞相關連署書意願線性回歸檢定 36
(四)情緒x捐款協助新聞倡議意願線性回歸檢定 37
二、RQ2 38
(一)不同遊戲氛圍下的情緒x分享新聞意願線性迴歸檢定 38
(二)不同遊戲氛圍下的情緒x討論新聞意願線性迴歸檢定 40
(三)不同遊戲氛圍下的情緒x簽署新聞相關連署意願線性迴歸檢定 41
(四)不同遊戲氛圍下的情緒x捐款協助新聞議題意願線性迴歸檢定 42
(五)小結 43
三、RQ3 43
四、假設H1a、H1b 44
五、假設H2a-H2d 45
(ㄧ)假設H2a 45
(二)假設H2b 46
(三)假設H2c 46
(四)假設H2d 47
六、假設H3a-H3d 48
(一)、H3a、H3b 48
(二)H3c、H3d 49
七、假設H4a-H4d、H5a-H5d 49
(一)H4a、H5a 49
(二)H4b、H5b 53
(三)H4c、H5c 54
(四)H4d、H5d 56
第五章、結論 59
第一節、研究結果討論 59
一、遊戲氛圍與遊戲結果 59
二、情緒與利社會行為 60
三、享樂感與利社會行為 61
第二節、學術與實務貢獻 63
一、學術貢獻 63
二、實務貢獻 64
第三節、研究限制與未來建議 65
參考資料 66
附錄 問卷內容 70
篩選問卷 70
主問卷 71
個人問卷 72
zh_TW
dc.format.extent 1784920 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0108462009en_US
dc.subject (關鍵詞) 新聞遊戲zh_TW
dc.subject (關鍵詞) 同理心zh_TW
dc.subject (關鍵詞) 享樂感zh_TW
dc.subject (關鍵詞) 情緒zh_TW
dc.subject (關鍵詞) 生理激起zh_TW
dc.subject (關鍵詞) 利社會行為zh_TW
dc.subject (關鍵詞) Newsgamesen_US
dc.subject (關鍵詞) Empathyen_US
dc.subject (關鍵詞) Enjoymenten_US
dc.subject (關鍵詞) Emotionen_US
dc.subject (關鍵詞) Arousalen_US
dc.subject (關鍵詞) Prosocial behavioren_US
dc.title (題名) 遊戲失敗也沒關係?新聞遊戲中成敗結果與利社會行為之關係探討zh_TW
dc.title (題名) Losing is the new win: The Effects of Outcome and Willingness of Prosocial Behaviors of Newsgamesen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 王淑美. (2018). 網路速度與新聞-轉變中的記者時間實踐及價值反思. 中華傳播學刊, 33, 33. doi:10.6195/cjcr.201806_33.0002
周厚伶. (2018). 社群平台新聞與評論情緒之互動影響:以公共場所無差別殺人事件新聞為例. 國立政治大學, Retrieved from http://dx.doi.org/10.6814/THE.NCCU.COMM.012.2018.F05
林怡臻. (2012). 以資源基礎觀點比較傳統媒體與新媒體新聞產製之競爭優勢. (碩士). 國立交通大學, 新竹市. Retrieved from https://hdl.handle.net/11296/e854ub
洪欣慈、連珮宇. (2017). 聯合報首檔新聞遊戲製作秘辛大公開. Retrieved from https://udn.com/upf/newmedia/2017_data/20170807_weathergame/index.html
財團法人台灣網路資訊中心. (2022). 2022台灣網路報告. 台灣網路報告. Retrieved from https://report.twnic.tw/2022/index.html
動態消息發佈商準則. (2017). Facebook Business 使用說明. Retrieved from https://www.facebook.com/business/help/872613956197195?id=193136622109756
國家傳播通訊委員會. (2020). 國家傳播通訊委員會 - 新聞稿. Retrieved from https://www.ncc.gov.tw/chinese/news.aspx?site_content_sn=8&is_history=0
報導者. (2018, August 01). 《報導者》常見問題Q&A. Retrieved from https://www.twreporter.org/a/about-us-questions
葉乃靜. (2020). 後真相時代社群媒體上的假新聞分享行為研究. Journal of Library and Information Science, 46(1), 96-112.
臺灣傳播調查資料庫. (2018). 你常看新聞嗎?─探討台灣民眾觀看新聞之習慣與問題. Retrieved from http://www.crctaiwan.nctu.edu.tw/ResultsShow_detail.asp?RS_ID=105
蘇蘅. (1995). 消息來源與新聞價值-報紙如何報導「許歷農退黨」效應. [News Coverage of the Effect of Li Nun Hsu`s Defection from KMT in Four Daily Newspapers]. 新聞學研究(50), 15-40. doi:10.30386/MCR.199501_(50).0002
Abt, C. C. (1987). Serious Games: University Press of America.
Archer, R. L., Diaz-Loving, R., Gollwitzer, P. M., Davis, M. H., & Foushee, H. C. (1981). The role of dispositional empathy and social evaluation in the empathic mediation of helping.
Aslam, F., Awan, T. M., Syed, J. H., Kashif, A., & Parveen, M. (2020). Sentiments and emotions evoked by news headlines of coronavirus disease (COVID-19) outbreak. Humanities and Social Sciences Communications, 7(1). doi:10.1057/s41599-020-0523-3
Bagozzi, R. P., & Moore, D. J. (1994). Public service advertisements: Emotions and empathy guide prosocial behavior. Journal of marketing, 58(1), 56-70.
Blair, R. J. (2005). Responding to the emotions of others: dissociating forms of empathy through the study of typical and psychiatric populations. Conscious Cogn, 14(4), 698-718. doi:10.1016/j.concog.2005.06.004
Bogost, I., Ferrari, S., & Schweizer, B. (2010). Newsgames. Journalism at play.
Burton, J. (2005). News-Game Journalism: History, Current Use and Possible Futures. Australian Journal of Emerging Technologies and Society.
Cuff, B. M. P., Brown, S. J., Taylor, L., & Howat, D. J. (2016). Empathy: A Review of the Concept. Emotion Review, 8(2), 144-153. doi:10.1177/1754073914558466
Davis, M. H., Conklin, L., Smith, A., & Luce, C. (1996). Effect of perspective taking on the cognitive representation of persons: a merging of self and other. J Pers Soc Psychol, 70(4), 713-726. doi:10.1037//0022-3514.70.4.713
Decety, J., & Hodges, S. D. (2006). The social neuroscience of empathy. Bridging social psychology, 103-109.
Djaouti, D., Alvarez, J., Jessel, J.-P., & Rampnoux, O. (2011). Origins of serious games. In Serious games and edutainment applications (pp. 25-43): Springer.
Eisenberg, N., & Miller, P. A. (1987). The relation of empathy to prosocial and related behaviors. Psychological Bulletin, 101(1), 91-119. doi:10.1037/0033-2909.101.1.91
Erikson, E. H. (1950). Childhood and society. New York, NY, US: W W Norton & Co.
Ferrier, A., & Fleming, J. (2014). The advertising effect: how to change behaviour. South Melbourne, Vic: Oxford University Press.
Frasca, G. (2001). Rethinking agency and immersion: video games as a means of consciousness-raising. Digital Creativity, 12(3), 167-174. doi:10.1076/digc.12.3.167.3225
Goodall, C. E., Slater, M. D., & Myers, T. A. (2013). Fear and Anger Responses to Local News Coverage of Alcohol-Related Crimes, Accidents, and Injuries: Explaining News Effects on Policy Support Using a Representative Sample of Messages and People. Journal of Communications, 63(2), 373-392. doi:10.1111/jcom.12020
Greenzeiger, M. F., Phulari, R., & Sanghavi, M. K. (2015). Inferring user mood based on user and group characteristic data. In: Google Patents.
Hefner, D., Klimmt, C., & Vorderer, P. (2007). Identification with the player character as determinant of video game enjoyment. Paper presented at the International conference on entertainment computing.
Hoffman, B., & Nadelson, L. (2010). Motivational engagement and video gaming: A mixed methods study. Educational Technology Research and Development, 58, 245-270. doi:10.1007/s11423-009-9134-9
Hoffman, M. L. (1973). Empathy, Role-Taking, Guilt, and Development of Altruistic Motives.
Hoffman, M. L. (1985). Interaction of affect and cognition in empathy. In Emotions, cognition, and behavior. (pp. 103-131). New York, NY, US: Cambridge University Press.
Jeremy B. Merrill, W. O. (2021, 2021.10.26). Five points for anger, one for a ‘like’: How Facebook’s formula fostered rage and misinformation. Retrieved from https://www.washingtonpost.com/technology/2021/10/26/facebook-angry-emoji-algorithm/
Klimmt, C., Hefner, D., & Vorderer, P. (2009). The video game experience as "true" identification: A theory of enjoyable alterations of players` self-perception. Communication Theory, 19(4), 351-373. doi:10.1111/j.1468-2885.2009.01347.x
Koster, R. (2013). Theory of Fun for Game Design: O`Reilly Media, Inc.
Lee, A. Y. L., & So, C. Y. K. (2001). Electronic newspaper as digital marketplaces. World Futures, 57(5), 495-522. doi:10.1080/02604027.2001.9972846
Lin, J.-H. T., & Wu, D.-Y. (2019). Newsgames for the Greater Good: The Effects of Graphic Realism and Geographic Proximity on Knowledge Acquisition and Willingness to Help. Journalism & Mass Communication Quarterly, 97(1), 30-51. doi:10.1177/1077699018820315
Lin, J.-H. T., & Wu, D.-Y. (2020). Newsgames for the Greater Good: The Effects of Graphic Realism and Geographic Proximity on Knowledge Acquisition and Willingness to Help. Journalism & Mass Communication Quarterly, 97(1), 30-51. doi:10.1177/1077699018820315
Lippmann, W., & Oliver Wendell Holmes, C. (1922). Public opinion. New York: Harcourt, Brace and Company.
Massey, B. L. (2004). Examination of 38 web newspapers shows nonlinear storytelling rare. Newspaper Research Journal, 25(3), 96-102.
Mitchell, A. (2018, December 3). Americans Still Prefer Watching to Reading the News – and Mostly Still Through Television. Retrieved from https://www.journalism.org/2018/12/03/americans-still-prefer-watching-to-reading-the-news-and-mostly-still-through-television/
Myrick, J. G. (2017). Identification and Emotions Experienced after a Celebrity Cancer Death Shape Information Sharing and Prosocial Behavior. Journal of Health Communication, 22(6), 515-522. doi:10.1080/10810730.2017.1315622
Newspapers Fact Sheet. (2019, July 9). Retrieved from https://www.journalism.org/fact-sheet/newspapers/
Oswald, C. A., Prorock, C., & Murphy, S. M. (2014). The perceived meaning of the video game experience: An exploratory study. Psychology of Popular Media Culture, 3(2), 110.
Pallavicini, F., Pepe, A., Caragnano, C. C., & Mantovani, F. (2020, 2020//). Video Games to Foster Empathy: A Critical Analysis of the Potential of Detroit: Become Human and the Walking Dead. Paper presented at the Universal Access in Human-Computer Interaction. Applications and Practice, Cham.
Peng, W., Lee, M., & Heeter, C. (2010). The Effects of a Serious Game on Role-Taking and Willingness to Help. Journal of Communication, 60(4), 723-742. doi:10.1111/j.1460-2466.2010.01511.x
Ruiz, S. Susana Ruiz - Take Action Games : Home. Retrieved from https://susanaruiz.org/takeactiongames-darfurisdying
Russell, J., Weiss, A., & Mendelsohn, G. (1989). Affect Grid: A Single-Item Scale of Pleasure and Arousal. Journal of Personality and Social Psychology, 57, 493-502. doi:10.1037/0022-3514.57.3.493
Russell Pine, T. F., Simon McCallum, and Kylie Sutcliffe. (2020). The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review. Games for Health Journal, 9(4), 255-264. doi:10.1089/g4h.2019.0132
Ryan, R. M. (1982). Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory. Journal of Personality and Social Psychology, 43(3), 450.
Shafer, D. M. (2012). Causes of State Hostility and Enjoyment in Player Versus Player and Player Versus Environment Video Games. Journal of Communication, 62(4), 719-737. doi:10.1111/j.1460-2466.2012.01654.x
Shoemaker, P. J. (2006). News and newsworthiness: A commentary. Communications, 31(1), 105-111.
Shoshani, A., & Krauskopf, M. (2021). The Fortnite social paradox: The effects of violent-cooperative multi-player video games on children`s basic psychological needs and prosocial behavior. Computers in Human Behavior, 116, 106641. doi:https://doi.org/10.1016/j.chb.2020.106641
Vorderer, P., Hartmann, T., & Klimmt, C. (2003). Explaining the enjoyment of playing video games: The role of competition.
Weber, S., & Mitchell, C. (2008). Imaging, keyboarding, and posting identities: Young people and new media technologies. Youth, identity, and digital media, 7, 25-47.
Wilkinson, P. (2016). A Brief History of Serious Games. In (Vol. 9970, pp. 17-41).
zh_TW
dc.identifier.doi (DOI) 10.6814/NCCU202201680en_US