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題名 調查體育數位遊戲的吸引力 – 以NBA 2K為案例
An investigation of the attraction of sport video game – case study of NBA 2K
作者 呂勁霆
Lu, Chin-Ting
貢獻者 尚孝純
呂勁霆
Lu, Chin-Ting
關鍵詞 NBA 2K
數位體育遊戲
持續性參與
動機
NBA 2K
Sports video game
Sustained engagement
Motivations
日期 2023
上傳時間 6-七月-2023 16:19:39 (UTC+8)
摘要 本文探討了對於《NBA 2K》系列遊戲的持續參與動機,該遊戲是一款熱門的體育類視頻遊戲。該研究利用個人經驗、反思性民族誌和《NBA 2K》專家的見解,填補了研究中的一個空白,詳細分析了導致這款遊戲受歡迎並吸引玩家參與的獨特因素。研究結果揭示了持續參與的關鍵因素,包括社交互動的重要性、團隊和選手認同感、與時間和金錢相關的限制、技術優越性以及多種遊戲模式的存在。通過線上遊玩實現的社交互動和社群建設成為重要的動力,玩家對特定團隊或運動員的情感依附和忠誠感也成為重要的動機因素。在《NBA 2K》中的財務投資和技能發展成為切換到其他遊戲的障礙,而遊戲的先進圖形和身臨其境的遊戲機制使其與競爭對手有所區別。多種遊戲模式的可用性迎合了不同玩家的喜好並提供持續的動機。這項研究有助於理解體育類視頻遊戲玩家的動機,並為遊戲設計和開發提供了見解,對於遊戲開發者和視頻遊戲心理學領域的研究人員具有重要意義。
This paper explores the motivations behind sustained engagement with the NBA 2K series, a popular sports video game. Drawing on personal experiences, reflexive ethnography, and insights from NBA 2K experts, the study fills a gap in research by examining the unique factors that contribute to the game`s popularity and player involvement. The findings reveal key factors driving continued engagement, including the importance of social interaction, team and player identification, constraints related to time and money, technical superiority, and the presence of multiple game modes. Social interaction and community-building through online play emerge as significant motivators, along with the attachment and loyalty felt by players who strongly identify with specific teams or athletes. Financial investment and skill development within NBA 2K act as barriers to switching to alternative games, while the game`s advanced graphics and immersive gameplay mechanics distinguish it from competitors. The availability of diverse game modes caters to different player preferences and provides continuous motivation. This research contributes to understanding player motivations in sports video games and offers insights for game design and development, with implications for both developers and researchers in the field of video game psychology
參考文獻 Andrić, D. (2022). NBA 2K statistics. https://levvvel.com/nba-2k-statistics/
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19.
Beek, R. M., Verschueren, J. F., & Derom, I. (2021). Soccer Esports in Europe: Brands, Partnerships, and Business Opportunities in Professional Football. In Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 104-126). IGI Global.
Burnham, T. A., Frels, J. K., & Mahajan, V. (2003). Consumer switching costs: A typology, antecedents, and consequences. Journal of the academy of marketing science, 31(2), 109-126.
Cain, M. S., Landau, A. N., & Shimamura, A. P. (2012). Action video game experience reduces the cost of switching tasks. Attention, perception, & psychophysics, 74(4), 641-647.
Cardano, M. (2009). Ethnography and reflexivity. Notes on the construction of objectivity in ethnographic research (Vol. 1).
Caruana, A. (2003). The impact of switching costs on customer loyalty: A study among corporate customers of mobile telephony. Journal of Targeting, Measurement and Analysis for marketing, 12(3), 256-268.
Chance, P. (2022). NBA 2K23 selling fewer copies than NBA 2K22, but more VC. https://realsport101.com/nba-2k/nba-2k23-sales-copies-2k22-vc/
Chang, K. T.-T., Koh, A. T.-T., Low, B. Y.-Y., Onghanseng, D. J. S., Tanoto, K., & Thuong, T. S. T. (2008). Why I love this online game: The MMORPG stickiness factor.
Chou, Y.-k. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.
Cianfrone, B. A., & Zhang, J. J. (2013). The impact of gamer motives, consumption, and in-game advertising effectiveness: A case study of football sport video games. International Journal of Sport Communication, 6(3), 325-347.
Cianfrone, B. A., Zhang, J. J., & Ko, Y. J. (2011). Dimensions of motivation associated with playing sport video games: Modification and extension of the Sport Video Game Motivation Scale. Sport, Business and Management: An International Journal.
Clifford, J., & Marcus, G. E. (1986). Writing culture: the poetics and politics of ethnography: a School of American Research advanced seminar. Univ of California Press.
Consalvo, M., Mitgutsch, K., & Stein, A. (2013). Sports videogames. Routledge New York.
Crawford, G. (2005a). Digital gaming, sport and gender. Leisure Studies, 24(3), 259-270.
Crawford, G. (2005b). Sensible soccer: Sport fandom and the rise of digital gaming. The bountiful game, 249-266.
Crawford, G. (2008). ‘It`s in the game’: sport fans, film and digital gaming. Sport in Society, 11(2-3), 130-145.
Crawford, G., & Gosling, V. K. (2009). More than a game: Sports-themed video games and player narratives. Sociology of Sport Journal, 26(1), 50-66.
Dobrowolski, P., Hanusz, K., Sobczyk, B., Skorko, M., & Wiatrow, A. (2015). Cognitive enhancement in video game players: The role of video game genre. Computers in Human Behavior, 44, 59-63.
Ellis, C., & Bochner, A. (2000). Autoethnograpthy, personal narrative, and personal reflectivity. Handbook of qualitative research, 733-768.
Feldman, C. (2005). "Electronic Arts, ESPN ink exclusive 15-year deal". https://www.gamespot.com/articles/electronic-arts-espn-ink-exclusive-15-year-deal/1100-6116473/
Forbes, A. (2021). Ball is (Virtual) Life: An Ethnographic Examination of Identity, Culture and Community in NBA 2K.
Gamespot. (2011). NBA 2K11 sales near 4 million. https://www.gamespot.com/articles/nba-2k11-sales-near-4-million/1100-6297199/
Goldthorpe, J. H., & Goldthorpe, O. F. J. H. (2000). On sociology: Numbers, narratives, and the integration of research and theory. Oxford University Press on Demand.
Grand View Research, G. (2022). Video Game Market Size, Share & Trends Analysis Report By Device (Console, Mobile, Computer), By Type (Online, Offline), By Region (North America, Europe, Asia Pacific, Latin America, MEA), And Segment Forecasts, 2022 - 2030. https://www.grandviewresearch.com/industry-analysis/video-game-market#
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Johnson, D., & Gardner, J. (2010). Personality, motivation and video games. Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction,
Johnson, R., Rogers, Y., Van Der Linden, J., & Bianchi-Berthouze, N. (2012). Being in the thick of in-the-wild studies: the challenges and insights of researcher participation. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems,
Jones, M. A., Mothersbaugh, D. L., & Beatty, S. E. (2002). Why customers stay: measuring the underlying dimensions of services switching costs and managing their differential strategic outcomes. Journal of business research, 55(6), 441-450.
Kim, M. S., & McClung, S. R. (2010). Acceptability and ethics of product placement in sport video games. Journal of Promotion Management, 16(4), 411-427.
Kim, Y., & Kim, S. (2013). Segmenting sport video gamers by motivation: a cluster analysis. Journal of Global Scholars of Marketing Science, 23(1), 92-108.
Kim, Y., & Ross, S. (2015). The Effect of Sport Video Gaming on Sport Brand Attitude, Attitude Strength, and the Attitude-Behavior Relationship. Journal of Sport Management, 29(6).
Kim, Y., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship.
Kim, Y., Walsh, P., & Ross, S. D. (2008). An examination of the psychological and consumptive behaviors of sport video gamers. Sport Marketing Quarterly, 17(1).
Lee, C.-H., Chiang, H.-S., & Hsiao, K.-L. (2018). What drives stickiness in location-based AR games? An examination of flow and satisfaction. Telematics and Informatics, 35(7), 1958-1970.
Ma, L., Feng, Z., Feng, J., & Wang, L. (2019). Research on the Factors Affecting Player Stickiness in Massively Multiplayer Online Game (MMOG). 2019 16th International Conference on Service Systems and Service Management (ICSSSM),
Maddison, R., Mhurchu, C. N., Jull, A., Jiang, Y., Prapavessis, H., & Rodgers, A. (2007). Energy expended playing video console games: an opportunity to increase children’s physical activity? Pediatric exercise science, 19(3), 334-343.
Olson, C. K. (2010). Children`s motivations for video game play in the context of normal development. Review of general Psychology, 14(2), 180-187.
Pahnila, S., & Warsta, J. (2012). Assessing the factors that have an impact on stickiness in online game communities.
Pasch, M., Bianchi-Berthouze, N., van Dijk, B., & Nijholt, A. (2009). Movement-based sports video games: Investigating motivation and gaming experience. Entertainment computing, 1(2), 49-61.
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描述 碩士
國立政治大學
資訊管理學系
110356008
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0110356008
資料類型 thesis
dc.contributor.advisor 尚孝純zh_TW
dc.contributor.author (作者) 呂勁霆zh_TW
dc.contributor.author (作者) Lu, Chin-Tingen_US
dc.creator (作者) 呂勁霆zh_TW
dc.creator (作者) Lu, Chin-Tingen_US
dc.date (日期) 2023en_US
dc.date.accessioned 6-七月-2023 16:19:39 (UTC+8)-
dc.date.available 6-七月-2023 16:19:39 (UTC+8)-
dc.date.issued (上傳時間) 6-七月-2023 16:19:39 (UTC+8)-
dc.identifier (其他 識別碼) G0110356008en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/145734-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊管理學系zh_TW
dc.description (描述) 110356008zh_TW
dc.description.abstract (摘要) 本文探討了對於《NBA 2K》系列遊戲的持續參與動機,該遊戲是一款熱門的體育類視頻遊戲。該研究利用個人經驗、反思性民族誌和《NBA 2K》專家的見解,填補了研究中的一個空白,詳細分析了導致這款遊戲受歡迎並吸引玩家參與的獨特因素。研究結果揭示了持續參與的關鍵因素,包括社交互動的重要性、團隊和選手認同感、與時間和金錢相關的限制、技術優越性以及多種遊戲模式的存在。通過線上遊玩實現的社交互動和社群建設成為重要的動力,玩家對特定團隊或運動員的情感依附和忠誠感也成為重要的動機因素。在《NBA 2K》中的財務投資和技能發展成為切換到其他遊戲的障礙,而遊戲的先進圖形和身臨其境的遊戲機制使其與競爭對手有所區別。多種遊戲模式的可用性迎合了不同玩家的喜好並提供持續的動機。這項研究有助於理解體育類視頻遊戲玩家的動機,並為遊戲設計和開發提供了見解,對於遊戲開發者和視頻遊戲心理學領域的研究人員具有重要意義。zh_TW
dc.description.abstract (摘要) This paper explores the motivations behind sustained engagement with the NBA 2K series, a popular sports video game. Drawing on personal experiences, reflexive ethnography, and insights from NBA 2K experts, the study fills a gap in research by examining the unique factors that contribute to the game`s popularity and player involvement. The findings reveal key factors driving continued engagement, including the importance of social interaction, team and player identification, constraints related to time and money, technical superiority, and the presence of multiple game modes. Social interaction and community-building through online play emerge as significant motivators, along with the attachment and loyalty felt by players who strongly identify with specific teams or athletes. Financial investment and skill development within NBA 2K act as barriers to switching to alternative games, while the game`s advanced graphics and immersive gameplay mechanics distinguish it from competitors. The availability of diverse game modes caters to different player preferences and provides continuous motivation. This research contributes to understanding player motivations in sports video games and offers insights for game design and development, with implications for both developers and researchers in the field of video game psychologyen_US
dc.description.tableofcontents CHAPTER 1 INTRODUCTION 1
CHAPTER 2 LITERATURE REVIEW 4
2-1 SPORT VIDEO GAME 4
2-2 NBA 2K 5
2-2.1 Game modes 6
2-2.2 Functions 12
2-2.3 Mechanism 13
2-3 DIGITAL GAME MOTIVES 14
2-4 SVG MOTIVES 19
2-5 VIDEO GAME STICKINESS 23
2-6 SWITCHING COST 24
CHAPTER 3 METHODOLOGY 26
3-1 RESEARCH APPROACH 26
3-2 DATA COLLECTION 28
3-2.1 Interviews and Reflexive Ethnography 28
3-3 DATA ANALYSIS 30
CHAPTER 4 RESEARCH RESULT 31
4-1 SPORT VIDEO GAME MOTIVES 31
4-2 SWITCHING COST 37
4-3 MAJOR FINDINGS 42
CHAPTER 5 CONCLUSION 43
5-1 SUMMARY 43
5-2 ACADEMIC AND MANAGERIAL IMPLICATION 48
5-3 RESEARCH LIMITATION AND FUTURE RESEARCH 49
REFERENCE 52
APPENDIX 57
zh_TW
dc.format.extent 2160218 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0110356008en_US
dc.subject (關鍵詞) NBA 2Kzh_TW
dc.subject (關鍵詞) 數位體育遊戲zh_TW
dc.subject (關鍵詞) 持續性參與zh_TW
dc.subject (關鍵詞) 動機zh_TW
dc.subject (關鍵詞) NBA 2Ken_US
dc.subject (關鍵詞) Sports video gameen_US
dc.subject (關鍵詞) Sustained engagementen_US
dc.subject (關鍵詞) Motivationsen_US
dc.title (題名) 調查體育數位遊戲的吸引力 – 以NBA 2K為案例zh_TW
dc.title (題名) An investigation of the attraction of sport video game – case study of NBA 2Ken_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) Andrić, D. (2022). NBA 2K statistics. https://levvvel.com/nba-2k-statistics/
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19.
Beek, R. M., Verschueren, J. F., & Derom, I. (2021). Soccer Esports in Europe: Brands, Partnerships, and Business Opportunities in Professional Football. In Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 104-126). IGI Global.
Burnham, T. A., Frels, J. K., & Mahajan, V. (2003). Consumer switching costs: A typology, antecedents, and consequences. Journal of the academy of marketing science, 31(2), 109-126.
Cain, M. S., Landau, A. N., & Shimamura, A. P. (2012). Action video game experience reduces the cost of switching tasks. Attention, perception, & psychophysics, 74(4), 641-647.
Cardano, M. (2009). Ethnography and reflexivity. Notes on the construction of objectivity in ethnographic research (Vol. 1).
Caruana, A. (2003). The impact of switching costs on customer loyalty: A study among corporate customers of mobile telephony. Journal of Targeting, Measurement and Analysis for marketing, 12(3), 256-268.
Chance, P. (2022). NBA 2K23 selling fewer copies than NBA 2K22, but more VC. https://realsport101.com/nba-2k/nba-2k23-sales-copies-2k22-vc/
Chang, K. T.-T., Koh, A. T.-T., Low, B. Y.-Y., Onghanseng, D. J. S., Tanoto, K., & Thuong, T. S. T. (2008). Why I love this online game: The MMORPG stickiness factor.
Chou, Y.-k. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.
Cianfrone, B. A., & Zhang, J. J. (2013). The impact of gamer motives, consumption, and in-game advertising effectiveness: A case study of football sport video games. International Journal of Sport Communication, 6(3), 325-347.
Cianfrone, B. A., Zhang, J. J., & Ko, Y. J. (2011). Dimensions of motivation associated with playing sport video games: Modification and extension of the Sport Video Game Motivation Scale. Sport, Business and Management: An International Journal.
Clifford, J., & Marcus, G. E. (1986). Writing culture: the poetics and politics of ethnography: a School of American Research advanced seminar. Univ of California Press.
Consalvo, M., Mitgutsch, K., & Stein, A. (2013). Sports videogames. Routledge New York.
Crawford, G. (2005a). Digital gaming, sport and gender. Leisure Studies, 24(3), 259-270.
Crawford, G. (2005b). Sensible soccer: Sport fandom and the rise of digital gaming. The bountiful game, 249-266.
Crawford, G. (2008). ‘It`s in the game’: sport fans, film and digital gaming. Sport in Society, 11(2-3), 130-145.
Crawford, G., & Gosling, V. K. (2009). More than a game: Sports-themed video games and player narratives. Sociology of Sport Journal, 26(1), 50-66.
Dobrowolski, P., Hanusz, K., Sobczyk, B., Skorko, M., & Wiatrow, A. (2015). Cognitive enhancement in video game players: The role of video game genre. Computers in Human Behavior, 44, 59-63.
Ellis, C., & Bochner, A. (2000). Autoethnograpthy, personal narrative, and personal reflectivity. Handbook of qualitative research, 733-768.
Feldman, C. (2005). "Electronic Arts, ESPN ink exclusive 15-year deal". https://www.gamespot.com/articles/electronic-arts-espn-ink-exclusive-15-year-deal/1100-6116473/
Forbes, A. (2021). Ball is (Virtual) Life: An Ethnographic Examination of Identity, Culture and Community in NBA 2K.
Gamespot. (2011). NBA 2K11 sales near 4 million. https://www.gamespot.com/articles/nba-2k11-sales-near-4-million/1100-6297199/
Goldthorpe, J. H., & Goldthorpe, O. F. J. H. (2000). On sociology: Numbers, narratives, and the integration of research and theory. Oxford University Press on Demand.
Grand View Research, G. (2022). Video Game Market Size, Share & Trends Analysis Report By Device (Console, Mobile, Computer), By Type (Online, Offline), By Region (North America, Europe, Asia Pacific, Latin America, MEA), And Segment Forecasts, 2022 - 2030. https://www.grandviewresearch.com/industry-analysis/video-game-market#
Green, C. S., Sugarman, M. A., Medford, K., Klobusicky, E., & Bavelier, D. (2012). The effect of action video game experience on task-switching. Computers in Human Behavior, 28(3), 984-994.
Jeffrey J. Thomas, Abraham J. Navarro, Gordon K. Read, & David M. Zdyrko, J. (2005). Systems and methods for simulating a particular user in an interactive computer system 8142268). J. Patent. https://patents.justia.com/patent/8142268
Johnson, D., & Gardner, J. (2010). Personality, motivation and video games. Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction,
Johnson, R., Rogers, Y., Van Der Linden, J., & Bianchi-Berthouze, N. (2012). Being in the thick of in-the-wild studies: the challenges and insights of researcher participation. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems,
Jones, M. A., Mothersbaugh, D. L., & Beatty, S. E. (2002). Why customers stay: measuring the underlying dimensions of services switching costs and managing their differential strategic outcomes. Journal of business research, 55(6), 441-450.
Kim, M. S., & McClung, S. R. (2010). Acceptability and ethics of product placement in sport video games. Journal of Promotion Management, 16(4), 411-427.
Kim, Y., & Kim, S. (2013). Segmenting sport video gamers by motivation: a cluster analysis. Journal of Global Scholars of Marketing Science, 23(1), 92-108.
Kim, Y., & Ross, S. (2015). The Effect of Sport Video Gaming on Sport Brand Attitude, Attitude Strength, and the Attitude-Behavior Relationship. Journal of Sport Management, 29(6).
Kim, Y., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship.
Kim, Y., Walsh, P., & Ross, S. D. (2008). An examination of the psychological and consumptive behaviors of sport video gamers. Sport Marketing Quarterly, 17(1).
Lee, C.-H., Chiang, H.-S., & Hsiao, K.-L. (2018). What drives stickiness in location-based AR games? An examination of flow and satisfaction. Telematics and Informatics, 35(7), 1958-1970.
Ma, L., Feng, Z., Feng, J., & Wang, L. (2019). Research on the Factors Affecting Player Stickiness in Massively Multiplayer Online Game (MMOG). 2019 16th International Conference on Service Systems and Service Management (ICSSSM),
Maddison, R., Mhurchu, C. N., Jull, A., Jiang, Y., Prapavessis, H., & Rodgers, A. (2007). Energy expended playing video console games: an opportunity to increase children’s physical activity? Pediatric exercise science, 19(3), 334-343.
Olson, C. K. (2010). Children`s motivations for video game play in the context of normal development. Review of general Psychology, 14(2), 180-187.
Pahnila, S., & Warsta, J. (2012). Assessing the factors that have an impact on stickiness in online game communities.
Pasch, M., Bianchi-Berthouze, N., van Dijk, B., & Nijholt, A. (2009). Movement-based sports video games: Investigating motivation and gaming experience. Entertainment computing, 1(2), 49-61.
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