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題名 玩家人格特質對遊戲表情符號的使用動機、人際知覺之影響——以《英雄聯盟》為例
The influence of player personality traits on the motivation and interpersonal perception of game emotes——Taking "League of Legends" as an example
作者 何偉鵬
He, Wei-Peng
貢獻者 林日璇<br>李蔡彥
Lin, Jih-Hsuan<br>Li, Tsai-Yen
何偉鵬
He, Wei-Peng
關鍵詞 英雄聯盟
表情符號
情緒類型
人格特質
使用動機
人際知覺
網路巨魔
League of Legends
Emotional symbols
Emotion type
Personality traits
Motivation
Interpersonal perception
Internet trolls
日期 2022
上傳時間 1-Aug-2022 18:50:08 (UTC+8)
摘要 遊戲表情符號(game emotes)在缺乏文字語言環境的競技類網路遊戲中扮演著玩家之間交流的重要渠道。近年來,許多遊戲玩家不乏在網路上爭論因與敵對關係玩家的表情符號互動後被激怒,導致負面情緒,甚至放棄遊戲,但眾說紛紜。有研究表明這可能是一種網路巨魔(trolling)行為(Arjoranta & Siitonen, 2018; Cook et al., 2019)。本研究受此啟發,基於五因素人格特質,表情符號使用動機及刻板印象內容模型(人際知覺)的理論基礎上,對此現象進行初探。

本研究認為不同人格特質的玩家在對遊戲表情符號的使用與知覺層面上會有所不同,並以熱門多人線上戰鬥競技場遊戲《英雄聯盟》(League of Legends)的遊戲表情符號系統為例,對遊戲表情符號系統進行初探。提出2(情境類型:積極/消極)x6(六種情緒類型表情符號:厭惡、愉快、憤怒、害怕、悲傷、驚訝)的實驗,以此來觀察受試者不同人格特質在不同情境類型下,對不同情緒類型表情符號的人際知覺有何差異(熱情/能力)。根據研究結果顯示,(1)在使用層面研究:玩家親和力得分越高,在遊戲表情符號使用動機的「表達情緒」、「娛樂趣味」動機性越高,但人格特質無法預測玩家利用表情符號進行「嘲諷譏刺」的行為。外向性偏好表達【厭惡】、【憤怒】的情緒;親和力偏好表達【愉快】、【驚訝】的情緒;神經質偏好表達【厭惡】、【憤怒】、【害怕】、【悲傷】的情緒,而自覺性、開放性則與表達情緒類型偏好無顯著關聯。(2)在表情符號人際知覺層面研究:首先,在相同情境中,不同情緒類型的表情符號對人際知覺評價(熱情/能力)會有所差異。然後,遊戲情境的不同會調節部分不同情緒類型的表情符號人際知覺評價,總體而言,在積極情境中玩家會給予高熱情低能力的評價,而消極情境中則會給予低熱情高能力低評價。最後,在消極情境中,外向性對【害怕】表情的熱情、能力維度評價會有顯著影響,親和力,神經質對【愉快】熱情維度評價會有顯著影響;自覺性、開放性在不受情境類型交互作用的影響下,對【驚訝】表情有主效果的顯著影響。
Game emotes are an important channel of communication between players in competitive online games that lack a textual language environment. In recent years, many gamers have argued on the Internet about being angered by the interaction of emoticons with rival players, resulting in negative emotions and even abandoning the game, but there are different opinions. Some studies suggest that this may be a form of internet trolling (Arjoranta & Siitonen, 2018; Cook et al., 2019). This study was inspired by the theoretical basis of the five-factor approach to personality traits, emotoes use motivation, and stereotypical content model (interpersonal perception) to investigate this phenomenon.

This study considers that players with different personality traits differ in their use and perception of game emojis, and uses the game emotes system of the popular multiplayer online battle arena game, League of Legends, as an example. A 2 (context type: positive/negative) x 6 (six emotion types: disgust, joy, anger, fear, sadness, surprise) experiment was conducted to observe the differences in interpersonal perceptions of different emotion types (passion/competence) across different context types for different personality traits. According to the results of the study, (1) at the use motivation level, the higher the player`s agreeableness score, the higher the motivation of "expressing emotion" and "entertaining" in the use of game emoticons, but the personality traits could not predict the players` "mocking and sarcastic" behavior with emoticons. Extraversion preferred to express emotions of disgust and anger; affinity preferred to express emotions of joy and surprise; and neuroticism preferred to express emotions of disgust, anger, fear, and sadness, while conscientiousness and openness were not significantly associated with the preference of emotion expression types. (2) Research on the interpersonal perception of emoticons: First, the interpersonal perception evaluation (warmth/competence) of emoticons differed among emotion types in the same context. In general, players rated high enthusiasm and low ability in positive situations and low enthusiasm and high ability in negative situations. Finally, in the negative context, extraversion had a significant effect on the evaluation of the passion and ability dimensions of fear expressions, affinity, and neuroticism had a significant effect on the evaluation of the passion dimension of joy; conscientiousness and openness had a significant effect on the main effect of surprise expressions independent of the interaction of context types.
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描述 碩士
國立政治大學
數位內容碩士學位學程
108462017
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0108462017
資料類型 thesis
dc.contributor.advisor 林日璇<br>李蔡彥zh_TW
dc.contributor.advisor Lin, Jih-Hsuan<br>Li, Tsai-Yenen_US
dc.contributor.author (Authors) 何偉鵬zh_TW
dc.contributor.author (Authors) He, Wei-Pengen_US
dc.creator (作者) 何偉鵬zh_TW
dc.creator (作者) He, Wei-Pengen_US
dc.date (日期) 2022en_US
dc.date.accessioned 1-Aug-2022 18:50:08 (UTC+8)-
dc.date.available 1-Aug-2022 18:50:08 (UTC+8)-
dc.date.issued (上傳時間) 1-Aug-2022 18:50:08 (UTC+8)-
dc.identifier (Other Identifiers) G0108462017en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/141350-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 數位內容碩士學位學程zh_TW
dc.description (描述) 108462017zh_TW
dc.description.abstract (摘要) 遊戲表情符號(game emotes)在缺乏文字語言環境的競技類網路遊戲中扮演著玩家之間交流的重要渠道。近年來,許多遊戲玩家不乏在網路上爭論因與敵對關係玩家的表情符號互動後被激怒,導致負面情緒,甚至放棄遊戲,但眾說紛紜。有研究表明這可能是一種網路巨魔(trolling)行為(Arjoranta & Siitonen, 2018; Cook et al., 2019)。本研究受此啟發,基於五因素人格特質,表情符號使用動機及刻板印象內容模型(人際知覺)的理論基礎上,對此現象進行初探。

本研究認為不同人格特質的玩家在對遊戲表情符號的使用與知覺層面上會有所不同,並以熱門多人線上戰鬥競技場遊戲《英雄聯盟》(League of Legends)的遊戲表情符號系統為例,對遊戲表情符號系統進行初探。提出2(情境類型:積極/消極)x6(六種情緒類型表情符號:厭惡、愉快、憤怒、害怕、悲傷、驚訝)的實驗,以此來觀察受試者不同人格特質在不同情境類型下,對不同情緒類型表情符號的人際知覺有何差異(熱情/能力)。根據研究結果顯示,(1)在使用層面研究:玩家親和力得分越高,在遊戲表情符號使用動機的「表達情緒」、「娛樂趣味」動機性越高,但人格特質無法預測玩家利用表情符號進行「嘲諷譏刺」的行為。外向性偏好表達【厭惡】、【憤怒】的情緒;親和力偏好表達【愉快】、【驚訝】的情緒;神經質偏好表達【厭惡】、【憤怒】、【害怕】、【悲傷】的情緒,而自覺性、開放性則與表達情緒類型偏好無顯著關聯。(2)在表情符號人際知覺層面研究:首先,在相同情境中,不同情緒類型的表情符號對人際知覺評價(熱情/能力)會有所差異。然後,遊戲情境的不同會調節部分不同情緒類型的表情符號人際知覺評價,總體而言,在積極情境中玩家會給予高熱情低能力的評價,而消極情境中則會給予低熱情高能力低評價。最後,在消極情境中,外向性對【害怕】表情的熱情、能力維度評價會有顯著影響,親和力,神經質對【愉快】熱情維度評價會有顯著影響;自覺性、開放性在不受情境類型交互作用的影響下,對【驚訝】表情有主效果的顯著影響。
zh_TW
dc.description.abstract (摘要) Game emotes are an important channel of communication between players in competitive online games that lack a textual language environment. In recent years, many gamers have argued on the Internet about being angered by the interaction of emoticons with rival players, resulting in negative emotions and even abandoning the game, but there are different opinions. Some studies suggest that this may be a form of internet trolling (Arjoranta & Siitonen, 2018; Cook et al., 2019). This study was inspired by the theoretical basis of the five-factor approach to personality traits, emotoes use motivation, and stereotypical content model (interpersonal perception) to investigate this phenomenon.

This study considers that players with different personality traits differ in their use and perception of game emojis, and uses the game emotes system of the popular multiplayer online battle arena game, League of Legends, as an example. A 2 (context type: positive/negative) x 6 (six emotion types: disgust, joy, anger, fear, sadness, surprise) experiment was conducted to observe the differences in interpersonal perceptions of different emotion types (passion/competence) across different context types for different personality traits. According to the results of the study, (1) at the use motivation level, the higher the player`s agreeableness score, the higher the motivation of "expressing emotion" and "entertaining" in the use of game emoticons, but the personality traits could not predict the players` "mocking and sarcastic" behavior with emoticons. Extraversion preferred to express emotions of disgust and anger; affinity preferred to express emotions of joy and surprise; and neuroticism preferred to express emotions of disgust, anger, fear, and sadness, while conscientiousness and openness were not significantly associated with the preference of emotion expression types. (2) Research on the interpersonal perception of emoticons: First, the interpersonal perception evaluation (warmth/competence) of emoticons differed among emotion types in the same context. In general, players rated high enthusiasm and low ability in positive situations and low enthusiasm and high ability in negative situations. Finally, in the negative context, extraversion had a significant effect on the evaluation of the passion and ability dimensions of fear expressions, affinity, and neuroticism had a significant effect on the evaluation of the passion dimension of joy; conscientiousness and openness had a significant effect on the main effect of surprise expressions independent of the interaction of context types.
en_US
dc.description.tableofcontents 目次 I
表次 V
圖次 VIII

第一章 緒論 1
第一節 研究背景與動機 1
(一)網路遊戲與社交熱潮 1
(二)表情符號在遊戲中的應用與困境 2
第二節 研究目的與問題 5

第二章 文獻探討 8
第一節 網路巨魔(TROLL) 8
(一)定義 8
(二)遊戲中行為巨魔動機 12
第二節 電腦中介傳播中的非語言線索(NONVERBAL CUES) 18
(一)定義 18
(二)表情符號(Emoticon) 21
(三)遊戲表情(Emotes)功能概述 23
(四)表情符號與情緒(Emotion)分類 31
第三節 人格特質(PERSONALITY TRAIT) 34
(一)定義 34
(二)五因素取向人格(Five-factor approach) 35
(三)玩家人格特質 39
第四節 使用動機(MOTIVATION) 41
(一)定義 41
(二)表情符號使用動機 43
(三)人格特質與使用動機、表情符號情緒類偏好之關係 46
第五節 刻板印象內容模型理論(STEREOTYPE CONTENT MODE) 49
(一)定義 49
(二)社交導向(social-emotional)情境正負性對人際知覺的調節效果 51
(三)人際知覺與表情符號情緒類之關係 53
(五)人格特質與人際知覺之關係 56

第三章 研究方法 58
第一節 研究架構與假設 58
(一)概念架構 58
(二)研究假設 59
第二節 實驗設計 60
(一)刺激物樣本選擇 61
(二)刺激物情境設計 63
第三節 問卷設計 66
第四節 變項測量 66
(一)自變項 66
(二)依變項 68
(三)調節變項 71
(四)半質化經驗分享 71
(五)人口統計變項 72
第五節 問卷前測 72
(一)前測流程與目標 72
(二)前測結果 72

第四章 研究結果 75
第一節 樣本與描述性統計分析 75
第二節 信度檢測 78
第三節 操弄檢定 81
第四節 研究假設檢定 82
(一)研究假設H1 82
(二)研究假設H2 86
(三)研究假設H3 91
(四)研究假設H4 100
(五)研究假設H5 106

第五章 結論 132
第一節 研究討論 132
(一)玩家人格特質與遊戲表情符號使用動機之關係 132
(二)玩家人格特質與遊戲表情符號情緒類型使用偏好之關係 135
(三)不同情緒類型表情符號之人際知覺與情境類型調節效果 135
(四)不同情緒類型表情符號在相同情境下人際知覺之差異 136
(五)玩家人格特質與人際知覺評價之關係(情境調節效果) 138
第二節 研究貢獻 140
(一) 學術貢獻 140
(二) 實務貢獻 143
第三節 研究限制 145
第四節 未來建議 147

參考文獻 148
中文文獻 148
英文文獻 152
網路資料 163
附錄 165
附錄一、六類基本情緒定義與表情貼圖傳遞含義之對照表 165
附錄二、《英雄聯盟》遊戲表情情緒分類 167
附錄三、六種基本情緒類型刺激物樣本前測(n=50) 168
附錄四、情境模擬 169
附錄五、問卷內容 171
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dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0108462017en_US
dc.subject (關鍵詞) 英雄聯盟zh_TW
dc.subject (關鍵詞) 表情符號zh_TW
dc.subject (關鍵詞) 情緒類型zh_TW
dc.subject (關鍵詞) 人格特質zh_TW
dc.subject (關鍵詞) 使用動機zh_TW
dc.subject (關鍵詞) 人際知覺zh_TW
dc.subject (關鍵詞) 網路巨魔zh_TW
dc.subject (關鍵詞) League of Legendsen_US
dc.subject (關鍵詞) Emotional symbolsen_US
dc.subject (關鍵詞) Emotion typeen_US
dc.subject (關鍵詞) Personality traitsen_US
dc.subject (關鍵詞) Motivationen_US
dc.subject (關鍵詞) Interpersonal perceptionen_US
dc.subject (關鍵詞) Internet trollsen_US
dc.title (題名) 玩家人格特質對遊戲表情符號的使用動機、人際知覺之影響——以《英雄聯盟》為例zh_TW
dc.title (題名) The influence of player personality traits on the motivation and interpersonal perception of game emotes——Taking &quot;League of Legends&quot; as an exampleen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 【中文文獻】

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dc.identifier.doi (DOI) 10.6814/NCCU202201086en_US