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題名 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
Effect of Common Player-Avatar Interaction on Video Game Enjoyment and Appreciation—A Case Study of the Social Simulation Game Animal Crossing作者 何謙
Ho, Chien貢獻者 林日璇
Lin, Jih-Hsuan
何謙
Ho, Chien關鍵詞 數位遊戲
通用玩家—角色互動
自我決定論
自主性
勝任感
連結感
洞悉性
享樂感
欣賞評價
Video Game
cPAX
Self-Determination Theory
Autonomy
Competence
Relatedness
Insightfulness
Enjoyment
Appreciation日期 2021 上傳時間 4-Aug-2021 16:42:21 (UTC+8) 摘要 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。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。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。
Increasingly 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.The 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.With 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.The 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.參考文獻 一、中文部分Money DJ(2020年4月21日)。〈Switch 一機難求,任天堂傳增產一成〉,《TechNews》。取自 https://ccc.technews.tw/2020/04/21/nintendo-switch-increase-production-10percent/Wikipedia(2021年1月17日)。《模擬遊戲》。取自 https://zh.wikipedia.org/wiki/模擬遊戲湯包(2020年3月25日)。〈《集合啦 動物森友會》上市3天賣破188萬套,Switch歷代第一〉,《4GAMERS》。取自 https://www.4gamers.com.tw/news/detail/42530/animal-crossing-new-horizons-is-the-fastest-selling-switch-game-in-japan二、英文部分Bandura, A., Barbaranelli, C., Caprara, G. V., & Pastorelli, C. (1996). Mechanisms of moral disengagement in the exercise of moral agency. Journal of personality and social psychology, 71(2), 364.Banks, J. (2013). Human-technology relationality and Self-network organization: Players and avatars in World of Warcraft.Banks, J., & Bowman, N. D. (2013). Close intimate playthings? Understanding player-avatar relationships as a function of attachment, agency, and intimacy. Paper presented at the Paper presentation at IR14, the annual conference of the Association of Internet Researchers, Denver.Banks, J., & Bowman, N. D. (2014). Avatars are (sometimes) people too: Linguistic indicators of parasocial and social ties in player–avatar relationships. New Media & Society, 18(7), 1257-1276. doi:10.1177/1461444814554898Banks, J., & Bowman, N. D. (2016). Emotion, anthropomorphism, realism, control: Validation of a merged metric for player–avatar interaction (PAX). Computers in Human Behavior, 54, 215-223. doi:10.1016/j.chb.2015.07.030Banks, J., Bowman, N. D., Lin, J.-H. T., Pietschmann, D., & Wasserman, J. A. (2019). The common player-avatar interaction scale (cPAX): Expansion and cross-language validation. International Journal of Human-Computer Studies, 129, 64-73. doi:10.1016/j.ijhcs.2019.03.003Blascovich, J. (2002). 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國立政治大學
傳播學院傳播碩士學位學程
107464040資料來源 http://thesis.lib.nccu.edu.tw/record/#G0107464040 資料類型 thesis dc.contributor.advisor 林日璇 zh_TW dc.contributor.advisor Lin, Jih-Hsuan en_US dc.contributor.author (Authors) 何謙 zh_TW dc.contributor.author (Authors) Ho, Chien en_US dc.creator (作者) 何謙 zh_TW dc.creator (作者) Ho, Chien en_US dc.date (日期) 2021 en_US dc.date.accessioned 4-Aug-2021 16:42:21 (UTC+8) - dc.date.available 4-Aug-2021 16:42:21 (UTC+8) - dc.date.issued (上傳時間) 4-Aug-2021 16:42:21 (UTC+8) - dc.identifier (Other Identifiers) G0107464040 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/136751 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 傳播學院傳播碩士學位學程 zh_TW dc.description (描述) 107464040 zh_TW dc.description.abstract (摘要) 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。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。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.abstract (摘要) Increasingly 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.The 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.With 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.The 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摘要 IIIAbstract IV目錄 VI表目錄 IX圖目錄 X第一章 緒論 1第一節 研究背景與動機 1第二節 研究目的與研究問題 3第二章 文獻探討 5第一節 從「角色代入」到「玩家—角色互動」 5一、角色代入(Identification) 5二、擬社會人際互動(Parasocial Interaction, PSI) 6三、玩家—角色關係(Player-avatar Relationship, PAR) 7四、玩家—角色互動(Player-avatar Interaction, PAX) 9第二節 數位遊戲中的享樂感與欣賞評價 13一、享樂感(Enjoyment) 13二、欣賞評價(Appreciation) 15第三節 通用玩家—角色互動與內在需求 17一、角色附著(CA)與內在需求滿足 17二、角色附著(CA)與玩家—角色關係(PAR) 18三、通用玩家—角色互動(cPAX)與內在需求滿足 19第四節 通用玩家—角色互動致生媒體效果 20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第三章 研究方法 23第一節 研究架構與假設 23一、概念架構 23二、研究假設 24第二節 變項測量 25一、自變項 25二、中介變項 27三、依變項 30第三節 問卷前測 32一、前測對象與流程 32二、前測結果 32第四章 研究結果 34第一節 樣本與描述性統計 34第二節 量表信度檢測 35一、通用玩家—角色量表信度檢測 35二、內在需求滿足量表信度檢測 36三、享樂感量表信度檢測 37四、欣賞評價量表信度檢測 37第三節 假設驗證 38一、假設一驗證 38二、假設二驗證 43三、假設三驗證 45四、假設四驗證 55五、假設驗證小結 64第五章 結論 66第一節 研究發現與討論 66一、通用玩家—角色互動與五項內在需求滿足 66二、通用玩家—角色互動與媒體效果 71三、內在需求滿足中介通用玩家—角色互動與媒體效果 73第二節 學術與實務貢獻 76一、學術貢獻 76二、實務貢獻 77第三節 研究限制與未來建議 78參考文獻 79一、中文部分 79二、英文部分 79附錄一 85【動物森友會遊玩經驗】問卷內容 85 zh_TW dc.format.extent 2683462 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0107464040 en_US dc.subject (關鍵詞) 數位遊戲 zh_TW dc.subject (關鍵詞) 通用玩家—角色互動 zh_TW dc.subject (關鍵詞) 自我決定論 zh_TW dc.subject (關鍵詞) 自主性 zh_TW dc.subject (關鍵詞) 勝任感 zh_TW dc.subject (關鍵詞) 連結感 zh_TW dc.subject (關鍵詞) 洞悉性 zh_TW dc.subject (關鍵詞) 享樂感 zh_TW dc.subject (關鍵詞) 欣賞評價 zh_TW dc.subject (關鍵詞) Video Game en_US dc.subject (關鍵詞) cPAX en_US dc.subject (關鍵詞) Self-Determination Theory en_US dc.subject (關鍵詞) Autonomy en_US dc.subject (關鍵詞) Competence en_US dc.subject (關鍵詞) Relatedness en_US dc.subject (關鍵詞) Insightfulness en_US dc.subject (關鍵詞) Enjoyment en_US dc.subject (關鍵詞) Appreciation en_US dc.title (題名) 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.title (題名) Effect of Common Player-Avatar Interaction on Video Game Enjoyment and Appreciation—A Case Study of the Social Simulation Game Animal Crossing en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 一、中文部分Money DJ(2020年4月21日)。〈Switch 一機難求,任天堂傳增產一成〉,《TechNews》。取自 https://ccc.technews.tw/2020/04/21/nintendo-switch-increase-production-10percent/Wikipedia(2021年1月17日)。《模擬遊戲》。取自 https://zh.wikipedia.org/wiki/模擬遊戲湯包(2020年3月25日)。〈《集合啦 動物森友會》上市3天賣破188萬套,Switch歷代第一〉,《4GAMERS》。取自 https://www.4gamers.com.tw/news/detail/42530/animal-crossing-new-horizons-is-the-fastest-selling-switch-game-in-japan二、英文部分Bandura, A., Barbaranelli, C., Caprara, G. 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