Please use this identifier to cite or link to this item: https://ah.nccu.edu.tw/handle/140.119/130667


Title: 你撿到槍我也不怕:網路言論攻擊、社會支持、自我效能與堅毅人格特質在線上遊戲持續遊玩意願的調節中介模型
Not afraid of flaming: A model of moderated mediation of Internet verbal attack, social support, self-efficacy, and personality hardiness on the willingness of continue playing online games
Authors: 蔡佳珊
Tsai, Chia-Shan
Contributors: 林日璇
Lin, Jih-Hsuan
蔡佳珊
Tsai, Chia-Shan
Keywords: 線上遊戲
網路言論攻擊
自我效能
社會支持
堅毅人格特質
持續意願
網路論戰
網路小白
網路去抑制效應
Online games
Internet verbal attack
Flaming
Self-Efficacy
Social Support
Personality Hardiness
Willingness of continue
Trolling
Online Disinhibition Effect
Date: 2020
Issue Date: 2020-07-01 14:06:03 (UTC+8)
Abstract: 線上遊戲產業興盛,許多玩家遊玩時會於遊戲中互相進行交流,但同時,網路言論攻擊情形在線上遊戲中亦十分常見。本研究欲了解若玩家於遊戲過程中受到網路言論攻擊,是否會對其持續遊玩意願造成影響。因此透過社會認知理論中之自我效能概念,以及社會支持概念,和堅毅人格特質,藉由網路問卷調查法,結合線上遊戲玩家們根據實際遊玩經驗、感受的分享,深入探討該現象,以及可能影響玩家遊玩意願的其他因素。希望能在網路與遊戲盛行的今日,對遊戲相關研究有所貢獻,提供媒介研究與遊戲產業一些啟發,並進而共創更加和平的網路空間與遊戲環境。
研究結果發現,玩家受網路言論攻擊之頻率,會透過其遊戲自我效能感的中介,負面影響其持續遊玩意願;而玩家感知社會支持,則是會透過其遊戲自我效能感的中介,正向影響其持續遊玩意願。其中,玩家之堅毅人格特質程度高低,會正向調節、增強其遊戲自我效能感對其持續遊玩意願的正向影響關係,以及玩家感知社會支持對其遊戲自我效能感的正向影響關係。另外,雖於統計上未能達顯著差異,但由數據與玩家分享均能看出,堅毅人格特質的高低確能負面調節、減緩玩家受網路言論攻擊頻率對其持續遊玩意願的負面影響關係。
Online games have become popular, and many players would communicate with each other when playing. However, flaming is also very common in online game play. In this study, the author wants to know if players get flamed by others during the game play, and whether their willingness of continue playing that game would be affected by the flaming. Therefore, through the concept of Self-Efficacy in the Social Cognitive Theory, the concept of Social Support, and the personality Hardiness, combined with player’s comments based on their experience of flaming and gaming, an online survey is conducted to explore the flaming phenomenon during game play. In addition, other factors that could impact player’s willingness of continue playing the game. The author hopes to make contributions to gaming research and gaming industry by understanding the mechanisms of online flaming on game players, and further, make cyberspace and game environment more peaceful.
The result shows that, the frequency of being flamed will negatively affect player’s willingness to play continuously through the mediation of their Game Self-Efficacy. Player’s Perceived Social Support will positively affect their willingness to play continuously through the mediation of their Game Self-Efficacy. Furthermore, the personality Hardiness is a moderator of the relation between player’s Game Self-Efficacy and their willingness to play continuously, and also for the relation between player’s Perceived Social Support and their Game Self-Efficacy. In addition, although there is no statistically significant difference, it can be observed though the data and player’s experience sharing that personality Hardiness can be also a moderator for the relation between the frequency of being flamed and player’s willingness to play continuously.
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Description: 碩士
國立政治大學
傳播學院傳播碩士學位學程
106464009
Source URI: http://thesis.lib.nccu.edu.tw/record/#G0106464009
Data Type: thesis
Appears in Collections:[傳播學院傳播碩士學位學程] 學位論文

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