Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/136751
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dc.contributor.advisor林日璇zh_TW
dc.contributor.advisorLin, Jih-Hsuanen_US
dc.contributor.author何謙zh_TW
dc.contributor.authorHo, Chienen_US
dc.creator何謙zh_TW
dc.creatorHo, Chienen_US
dc.date2021en_US
dc.date.accessioned2021-08-04T08:42:21Z-
dc.date.available2021-08-04T08:42:21Z-
dc.date.issued2021-08-04T08:42:21Z-
dc.identifierG0107464040en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/136751-
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.description107464040zh_TW
dc.description.abstract娛樂媒體研究在使用者之於媒體角色的心理角色代入有豐碩成果,數位遊戲領域亦有大量實證研究,然近年的研究如Banks, Bowman, Lin, Pietschmann, and Wasserman(2019)就提出:通用玩家—角色互動(common player-avatar interaction scale, cPAX),將遊戲玩家與其角色視為對等實體,兩者間存在虛擬關係。本研究承襲此一成果,以社交模擬遊戲《集合啦!動物森友會》為研究主體,驗證通用玩家—角色互動對遊玩享樂感及欣賞評價之影響,並加入內在需求滿足為中介變項(除傳統自我決定理論中的自主性、勝任感、連結感外,另臚列洞悉性;同時進一步細分連結感為「玩家—角色連結感」和「玩家—玩家連結感」),觀察五項內在需求如何中介整體模型。\n\n本研究針對台灣《動物森友會》玩家蒐集533份有效樣本問卷,研究結果發現:cPAX程度可以正向預測五項內在需求滿足;cPAX程度可以正向預測遊玩享樂感及欣賞評價;五項內在需求滿足並可以中介cPAX程度與享樂感、欣賞評價間的正向關聯。\n\n本研究爬梳近二十載娛樂媒體研究對玩家、角色心理認同的發展,證實數位遊戲玩家和角色間確實可以存在虛擬關係,並為長年以享樂感作為媒體效果為大宗的研究領域提供「洞悉性」和「欣賞評價」等非享樂的心理感知。此一成果為娛樂媒體和數位遊戲研究領域貢獻嶄新的方向,亦可提供未來遊戲設計有力的參考內容。zh_TW
dc.description.abstractIncreasingly media entertainment research establishes identification merging of media user and character, while the correlation has also been widely verified in video game research. Recent research by Banks et al. (2019) applied the common Player Avatar Interaction (cPAX) scale, revealing dimensions of player-avatar relations that mirror a more fully realized social relationship. The current study employs the framework of cPAX to establish associations between cPAX and entertainment outcomes including video game enjoyment and appreciation through the study of the social simulation game Animal Crossing.\n\nThe mediation of intrinsic mental needs in Self-Determination Theory (SDT) including autonomy, competence, and relatedness are also discussed. Further, this study added the need of ‘insightfulness’ to the model and distinguished the difference between ‘played-avatar relatedness’ and ‘played-player relatedness’, defining a total of five mediation variables.\n\nWith a sample from Taiwan Animal Crossing players (N=533), the result shows that perceived cPAX is associated with all five intrinsic need satisfactions. And an increased level of cPAX could positively affect video game enjoyment and appreciation. Importantly, the positive effect of cPAX on video game enjoyment and appreciation could be mediated through all five intrinsic need satisfactions.\n\nThe current study makes theoretical contributions by refining how psychological identification progressed in the field of media entertainment research within the past two decades. It further defines how one can genuinely own a virtual relationship with its character. Additionally, this study highlights the importance of nonhedonic perceptions including ‘insightfulness’ and ‘appreciation’ rather than simply ludic needs and feelings. Results can provide reference for future gaming experience design.en_US
dc.description.tableofcontents謝辭 I\n摘要 III\nAbstract IV\n目錄 VI\n表目錄 IX\n圖目錄 X\n第一章 緒論 1\n第一節 研究背景與動機 1\n第二節 研究目的與研究問題 3\n第二章 文獻探討 5\n第一節 從「角色代入」到「玩家—角色互動」 5\n一、角色代入(Identification) 5\n二、擬社會人際互動(Parasocial Interaction, PSI) 6\n三、玩家—角色關係(Player-avatar Relationship, PAR) 7\n四、玩家—角色互動(Player-avatar Interaction, PAX) 9\n第二節 數位遊戲中的享樂感與欣賞評價 13\n一、享樂感(Enjoyment) 13\n二、欣賞評價(Appreciation) 15\n第三節 通用玩家—角色互動與內在需求 17\n一、角色附著(CA)與內在需求滿足 17\n二、角色附著(CA)與玩家—角色關係(PAR) 18\n三、通用玩家—角色互動(cPAX)與內在需求滿足 19\n第四節 通用玩家—角色互動致生媒體效果 20\n第五節 通用玩家—角色互動與媒體效果之內在需求中介模型 21\n第三章 研究方法 23\n第一節 研究架構與假設 23\n一、概念架構 23\n二、研究假設 24\n第二節 變項測量 25\n一、自變項 25\n二、中介變項 27\n三、依變項 30\n第三節 問卷前測 32\n一、前測對象與流程 32\n二、前測結果 32\n第四章 研究結果 34\n第一節 樣本與描述性統計 34\n第二節 量表信度檢測 35\n一、通用玩家—角色量表信度檢測 35\n二、內在需求滿足量表信度檢測 36\n三、享樂感量表信度檢測 37\n四、欣賞評價量表信度檢測 37\n第三節 假設驗證 38\n一、假設一驗證 38\n二、假設二驗證 43\n三、假設三驗證 45\n四、假設四驗證 55\n五、假設驗證小結 64\n第五章 結論 66\n第一節 研究發現與討論 66\n一、通用玩家—角色互動與五項內在需求滿足 66\n二、通用玩家—角色互動與媒體效果 71\n三、內在需求滿足中介通用玩家—角色互動與媒體效果 73\n第二節 學術與實務貢獻 76\n一、學術貢獻 76\n二、實務貢獻 77\n第三節 研究限制與未來建議 78\n參考文獻 79\n一、中文部分 79\n二、英文部分 79\n附錄一 85\n【動物森友會遊玩經驗】問卷內容 85zh_TW
dc.format.extent2683462 bytes-
dc.format.mimetypeapplication/pdf-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0107464040en_US
dc.subject數位遊戲zh_TW
dc.subject通用玩家—角色互動zh_TW
dc.subject自我決定論zh_TW
dc.subject自主性zh_TW
dc.subject勝任感zh_TW
dc.subject連結感zh_TW
dc.subject洞悉性zh_TW
dc.subject享樂感zh_TW
dc.subject欣賞評價zh_TW
dc.subjectVideo Gameen_US
dc.subjectcPAXen_US
dc.subjectSelf-Determination Theoryen_US
dc.subjectAutonomyen_US
dc.subjectCompetenceen_US
dc.subjectRelatednessen_US
dc.subjectInsightfulnessen_US
dc.subjectEnjoymenten_US
dc.subjectAppreciationen_US
dc.title通用玩家—角色互動對數位遊戲享樂感與欣賞評價之影響——以社交模擬遊戲《動物森友會》為例zh_TW
dc.titleEffect of Common Player-Avatar Interaction on Video Game Enjoyment and Appreciation—A Case Study of the Social Simulation Game Animal Crossingen_US
dc.typethesisen_US
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dc.identifier.doi10.6814/NCCU202100990en_US
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