Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/104021
DC FieldValueLanguage
dc.contributor.advisor張郁敏zh_TW
dc.contributor.author李章穎zh_TW
dc.creator李章穎zh_TW
dc.date2016en_US
dc.date.accessioned2016-11-14T08:26:31Z-
dc.date.available2016-11-14T08:26:31Z-
dc.date.issued2016-11-14T08:26:31Z-
dc.identifierG1034640642en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/104021-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description傳播學院傳播碩士學位學程zh_TW
dc.description103464064zh_TW
dc.description.abstract彈幕作為一種新型的實時評論工具,源自日本,發展至中國大陸後被廣泛應用到電影、電視、影音網站、廣告、電子書等諸多領域。隨著彈幕經濟的增長,這個源自於ACG(Animation、Comic、Game)產業的小眾文化漸漸走入大眾視野,彈幕背後的生活方式正在被越來越多的人接受,彈幕影音的使用者也呈現爆發式的增長。\n本研究以中國大陸的彈幕影音為例,試圖以沈浸理論來探討彈幕觀影行為。本研究希望探討閱聽眾在彈幕觀影中的沈浸過程,以挑戰與技巧、目的來探討閱聽眾的彈幕觀影的沈浸前因,以愉悅感、注意力和時間扭曲來探討彈幕觀影的沈浸經驗,以使用意願來探討彈幕觀影沈浸的結果。\n本研究收集有效問卷556份,結果發現彈幕觀影的沈浸包含愉悅感、時間扭曲感兩項,彈幕觀影技巧、彈幕觀影的目的對彈幕觀影沈浸有顯著正向影響;彈幕閱聽眾的沈浸狀態則會顯著正向影響其使用意願。zh_TW
dc.description.tableofcontents壹 緒論 1\n 一、 彈幕是什麼 ? 1\n 二、 彈幕與沈浸 3\n 三、 研究目的 5\n貳 文獻討論 6\n 一、 彈幕觀影與應用 6\n (一)彈幕電影 6\n (二)電視彈幕 7\n (三)彈幕視頻網站 8\n 二、 彈幕觀影經驗與沈浸 11\n (一)彈幕觀影沈浸前因 15\n 1. 彈幕觀影的挑戰與技巧 16\n 2. 彈幕觀影的清楚的目的 17\n (二)彈幕觀影沈浸經驗 19\n 1. 愉悅感 19\n 2. 注意力集中 19\n 3. 時間扭曲感 21\n (三)彈幕觀影的沈浸結果 22\n 使用意愿 22\n參 研究方法 24\n 一、研究架構 24\n 二、母體與抽樣方法 24\n 三、前測及問卷設計 25\n肆 研究結果32\n 一、樣本輪廓 32\n 二、信效度檢測 35\n 三、研究假設檢定 36\n 四、研究結果整理 47\n伍 結論與建議 49\n 一、研究發現 48\n 二、研究貢獻 52\n參考文獻 55\n附錄一 65zh_TW
dc.format.extent8252559 bytes-
dc.format.mimetypeapplication/pdf-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G1034640642en_US
dc.subject沈浸理論zh_TW
dc.subject沈浸過程zh_TW
dc.subject彈幕zh_TW
dc.subject彈幕觀影zh_TW
dc.subjectFlow Theoryen_US
dc.subjectFlow Processen_US
dc.subjectdanmakuen_US
dc.subjectdanmaku-on-videoen_US
dc.title沉浸还是干擾?中國大陸弹幕觀影研究zh_TW
dc.titleFlow or not? A research about danmaku-on-video in Chinaen_US
dc.typethesisen_US
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