Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/129239
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dc.contributor.advisor林日璇zh_TW
dc.contributor.advisorLin, Jih-Hsuanen_US
dc.contributor.author魏莉娟zh_TW
dc.contributor.authorWei, Li-Chuanen_US
dc.creator魏莉娟zh_TW
dc.creatorWei, Li-Chuanen_US
dc.date2020en_US
dc.date.accessioned2020-04-06T06:49:40Z-
dc.date.available2020-04-06T06:49:40Z-
dc.date.issued2020-04-06T06:49:40Z-
dc.identifierG0106464049en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/129239-
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.description106464049zh_TW
dc.description.abstract懷舊電玩遊戲可分成原版懷舊電玩遊戲與當代懷舊電玩遊戲,近年手機上崛起的當代懷舊電玩遊戲帶起了一股懷舊電玩遊戲風潮。本研究主要採取網路問卷調查法探討懷舊電玩遊戲對遊戲玩家的懷舊情緒、享樂型幸福感、實現型幸福感與原真性知覺的影響。本研究透過分析303位玩過電腦遊戲《RO仙境傳說Online》與手機遊戲《RO仙境傳說:守護永恆的愛》經驗的玩家,研究結果發現玩懷舊電玩遊戲會正向影響懷舊情緒;懷舊情緒會正向影響享樂型幸福感與實現型幸福感;懷舊情緒會中介玩懷舊電玩遊戲與享樂型幸福感與實現型幸福感之間的關係。本研究從觀光旅遊領域引用的原真性知覺概念雖然沒有於玩懷舊電玩遊戲對懷舊情緒的影響中產生調節效果,但仍進一步發現原真性知覺會正向影響玩家的懷舊情緒,這些結果有助於為未來懷舊電玩遊戲研究提供新的研究視角。zh_TW
dc.description.abstractRetro games can be divided into classic retro games and modern retro games. In recently years, modern retro games become increasingly popular on mobile platforms. This study uses online survey to examine the effects of retro games on players’ nostalgia, hedonic well-being, eudaimonic well-being, and authenticity perception. This study analyzes 303 players who have played the computer game Ragnarok Online and the mobile game Ragnarok M : Eternal Love. Results show that playing retro game is positively associated with nostalgia. Second, nostalgia is positively associated with hedonic well-being. Third, nostalgia is positively associated with eudaimonic well-being. Fourth, the relationship between playing retro game and hedonic well-being is partially mediated by nostalgia. Fifth, the relationship between playing retro game and eudaimonic well-being is mediated by nostalgia. Although the moderation effect of authenticity perception is non-significant, this study further proves that authenticity perception is positively associated with nostalgia. The results offer new perspectives for future retro games research.en_US
dc.description.tableofcontents摘要 i\nABSTRACT ii\n目錄 iii\n圖目錄 vi\n表目錄 vii\n第一章、緒論 1\n第一節、研究背景與動機 1\n一、研究背景 1\n二、研究動機 2\n第二節、研究目的 3\n第三節、研究範圍與名詞釋義 4\n一、研究範圍 5\n二、名詞釋義 5\n第二章、文獻探討 7\n第一節、懷舊情緒 7\n一、懷舊情緒定義 7\n二、懷舊情緒相關研究 9\n第二節、懷舊電玩遊戲 10\n一、懷舊電玩遊戲定義 10\n二、懷舊電玩遊戲相關研究 13\n三、玩懷舊電玩遊戲與懷舊情緒 15\n第三節、幸福感 16\n一、幸福感定義 16\n二、幸福感相關研究18\n三、玩懷舊電玩遊戲、懷舊情緒與幸福感 19\n第四節、原真性知覺 20\n一、原真性知覺定義 20\n二、原真性知覺相關研究 22\n三、原真性知覺、玩懷舊電玩遊戲與懷舊 23\n第三章、研究方法 24\n第一節、研究架構與假設 24\n第二節、研究資料蒐集 25\n一、研究對象 25\n二、資料蒐集 27\n第三節、研究變項測量 27\n一、玩懷舊電玩遊戲 27\n二、懷舊情緒 28\n三、幸福感 29\n四、原真性知覺 30\n五、人口統計變項 31\n第四節、前測 33\n第四章、研究結果 35\n第一節、樣本與描述性統計 35\n一、人口描述性統計 35\n二、玩家遊戲使用統計 36\n第二節、信效度檢驗 40\n一、常態性檢驗 43\n二、檢驗違犯估計 43\n三、檢驗模型配適度 44\n四、檢驗收斂效度 44\n五、檢驗區別效度 45\n六、檢驗信度 45\n七、模型修正 46\n第三節、研究假設檢驗 48\n一、假設一檢驗 48\n二、假設二檢驗 49\n三、假設三檢驗 50\n四、假設四、假設五與假設六檢驗 51\n五、假設檢驗小結 57\n第五章、結論與建議 59\n第一節、研究發現與討論 59\n一、玩懷舊電玩遊戲與懷舊情緒 59\n二、玩懷舊電玩遊戲、懷舊情緒與幸福感 60\n三、玩懷舊電玩遊戲、懷舊情緒與原真性知覺 62\n四、其他發現 64\n第二節、學術與實務貢獻 64\n一、學術貢獻 64\n二、實務貢獻與建議 65\n第三節、研究限制與未來建議 66\n一、研究限制 66\n二、未來研究建議 67\n參考文獻 71\n附錄 80\n附錄一、研究問卷 80zh_TW
dc.format.extent1597762 bytes-
dc.format.mimetypeapplication/pdf-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0106464049en_US
dc.subject懷舊電玩遊戲zh_TW
dc.subject懷舊情緒zh_TW
dc.subject享樂型幸福感zh_TW
dc.subject實現型幸福感zh_TW
dc.subject原真性知覺zh_TW
dc.subjectRetro gameen_US
dc.subjectNostalgiaen_US
dc.subjectHedonic well-beingen_US
dc.subjectEudaimonic well-beingen_US
dc.subjectAuthenticity perceptionen_US
dc.title尋找最初的感動:探討懷舊電玩遊戲、懷舊情緒、幸福感與原真性知覺關係之研究zh_TW
dc.titleExploring the relationships between retro game, nostalgia, well-being and authenticity perceptionen_US
dc.typethesisen_US
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