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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
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Banks, 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.2015.07.030

Banks, 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.2019.03.003

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Green, M. C., Brock, T. C., & Kaufman, G. F. (2004). Understanding media enjoyment: The role of transportation into narrative worlds. Communication theory, 14(4), 311-327.

Hartmann, T. (2008). Parasocial interactions and paracommunication with new media characters. Mediated interpersonal communication, 177-199.

Hefner, D. e., Klimmt, C., & Vorderer, P. (2007). Identification with the player character as determinant of video game enjoyment. Paper presented at the International conference on entertainment computing 2007, lecture notes in computer science 4740, Berlin: Springer.

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Lewis, M. L., Weber, R., & Bowman, N. D. (2008). “They may be pixels, but they`re MY pixels:” Developing a metric of character attachment in role-playing video games. CyberPsychology & Behavior, 11(4), 515-518.

Li, D. D., Liau, A. K., & Khoo, A. (2013). Player–Avatar Identification in video gaming: Concept and measurement. Computers in Human Behavior, 29(1), 257-263.

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描述 碩士
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-Hsuanen_US
dc.contributor.author (Authors) 何謙zh_TW
dc.contributor.author (Authors) Ho, Chienen_US
dc.creator (作者) 何謙zh_TW
dc.creator (作者) Ho, Chienen_US
dc.date (日期) 2021en_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) G0107464040en_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) 107464040zh_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 III
Abstract 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/#G0107464040en_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 Gameen_US
dc.subject (關鍵詞) cPAXen_US
dc.subject (關鍵詞) Self-Determination Theoryen_US
dc.subject (關鍵詞) Autonomyen_US
dc.subject (關鍵詞) Competenceen_US
dc.subject (關鍵詞) Relatednessen_US
dc.subject (關鍵詞) Insightfulnessen_US
dc.subject (關鍵詞) Enjoymenten_US
dc.subject (關鍵詞) Appreciationen_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 Crossingen_US
dc.type (資料類型) thesisen_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

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dc.identifier.doi (DOI) 10.6814/NCCU202100990en_US