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題名 案例分析:在網路遊戲中引戰行為之研究
Case Study Research: A Look in Online Trolling Behavior in Gaming Environment作者 劉人碩 貢獻者 林日璇
Lin, Jih-Hsuan
劉人碩關鍵詞 線上遊戲
英雄聯盟
引戰行為
戳
玩家
遊戲內功能
亞洲
臺灣
動機
Online games
League of Legends
trolling behaviors
trolls
in-game functions
motivations
Asia
Taiwan日期 2023 上傳時間 1-Sep-2023 15:17:33 (UTC+8) 摘要 自台北暗殺星獲得了英雄聯盟S2世界大賽冠軍後,線上遊戲的風潮變從此展開。然而,就像線上遊戲,玩家在遊玩時必定有被其他玩家“戳”、嘲諷、送頭等各種破壞遊戲體驗的引戰行為影響到的經驗。這份研究從這些在遊戲中表現引戰行為的人之角度出發去探討這些行為。此外,在科技的日新月異下,遊戲中也出現越來越多的功能供玩家使用;此研究也深入探討這些額外的功能與遊戲中引戰行為之間的關聯。\n此研究透過深度訪談的方式進一步探討這些玩家的世界。以過往眾多學者的文獻為基礎,此研究也分析這些行為背後的動機、這些有引戰行為的玩家們是如何看待自己的角色、以及遊戲內與日俱進的功能對他們的行為之影響。
Since the Taipei Assassins won the Season 2 World Championship of League of Legends, an online game played by worldwide gamers, gaming became a fiery trend and has never seemed to die down. Yet, just like other online games, people encounter trolls when they play, affecting their gameplays. Having experience of being in the troll community, this research aimed to look at trolling behaviors from a different angle: from the perspective of trolls. Moreover, with the advancement of technology, more and more functions have been introduced to players for them to utilize. This research also dug into the connection between trolling behaviors and these added in-game functions.\nThis research aimed to utilize in-depth interviews to look into the world of trolls. Based on the work of previous scholars, this research aimed to look at motivations of trolling behaviors, how trolls perceive themselves and how the in-game functions have affected their behaviors.參考文獻 Abidin, C. (2016). Visibility labour: Engaging with Influencers’ fashion brands and#\nOOTD advertorial campaigns on Instagram. Media International Australia,\n161(1), 86-100.\nAdrian, A. (2010). Beyond griefing: Virtual crime. Computer law & Security review,\n26(6), 640-648.\nAlonzo, M., & Aiken, M. (2004). Flaming in electronic communication. Decision\nSupport Systems, 36(3), 205-213.\nBowman, N. D. (2018). The demanding nature of video game play. Video games: A\nmedium that demands our attention, 1-24.\nBoyd, D. M., & Ellison, N. B. (2007). Social network sites: Definition, history, and\nscholarship. Journal of computer‐mediated Communication, 13(1), 210-230.\nBishop, J., & Slatkin, B. A. (2015). Troll culture: A comprehensive guide.\nProcedia-Social and Behavioral Sciences, 187, 473-480.\nBraun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative\nresearch in psychology, 3(2), 77-101.\nBratu, S. (2017). The inexorable shift towards an increasingly hostile cyberspace\nenvironment: The adverse social impact of online trolling behavior.\nContemporary Readings in Law and Social Justice, 9(2), 88-94.\nBuckels, E. E., Trapnell, P. D., & Paulhus, D. L. (2014). Trolls just want to have fun.\nPersonality and individual Differences, 67, 97-102.\nChoi, S. M., & Rifon, N. J. (2012). It is a match: The impact of congruence between celebrity image and consumer ideal self on endorsement effectiveness. Psychology & marketing, 29(9), 639-650.\nColes, B. A., & West, M. (2016). Weaving the internet together: Imagine\ncommunities in newspaper comment threads. Computers in Human Behavior, 60,\n44-53.\nCook, C. L. (2019). Between a troll and a hard place: the demand framework’s answer\nto one of gaming’s biggest problems. Media and Communication, 7(4), 176-185.\nCook, C., Schaafsma, J., & Antheunis, M. (2018). Under the bridge: An in-depth\nexamination of online trolling in the gaming context. New Media & Society, 20(9), 3323-3340.\nCook, C., Conijn, R., Schaafsma, J., & Antheunis, M. (2019). For whom the gamer\ntrolls: A study of trolling interactions in the online gaming context. Journal of Computer-Mediated Communication, 24(6), 293-318.\nCoyne, I., Chesney, T., Logan, B., & Madden, N. (2009). Griefing in a virtual\ncommunity: An exploratory survey of second life residents. Zeitschrift für Psychologie/Journal of psychology, 217(4), 214-221.\nCruz, A. G. B., Seo, Y., & Rex, M. (2018). Trolling in online communities: A\npractice-based theoretical perspective. The Information Society, 34(1), 15-26.\nCulpeper, J., Bousfield, D., & Wichmann, A. (2003). Impoliteness revisited: With\nspecial reference to dynamic and prosodic aspects. Journal of pragmatics, 35(10-11), 1545-1579.\nDineva, D. P., Breitsohl, J. C., & Garrod, B. (2017). Corporate conflict management\non social media brand fan pages. Journal of Marketing Management, 33(9-10),\n679-698.\nDonath, J. S. (1999). Identity and deception in the virtual community. Communities in\ncyberspace, 29.\nDouglas, K. M., & McGarty, C. (2001). Identifiability and self‐presentation:\nComputer‐mediated communication and intergroup interaction. British journal of\nsocial psychology, 40(3), 399-416.\nFandom. (n.d.). The Tribunal. Retrieved from\nhttps://leagueoflegends.fandom.com/wiki/The_Tribunal\nFandom. (n.d.). Honor. Retrieved from\nhttps://leagueoflegends.fandom.com/wiki/Honor\nFichman, P., & Sanfilippo, M. R. (2015). The bad boys and girls of cyberspace: How\ngender and context impact perception of and reaction to trolling. Social science computer review, 33(2), 163-180.\nGarena. (n.d.). 表情系統正式上線囉!取自 https://promo.lol.garena.tw/emotes-lol/\nGoslin, A. (2019, September 17). League of Legends has nearly 8 million peak daily\nconcurrent players globally, says Riot. Retrieved from\nhttps://www.riftherald.com/2019/9/17/20870382/league-of-legends-player-numbers-active-peak-concurrent\nGriffiths, M. D. (2014). Adolescent trolling in online environments: A brief overview.\nEducation and Health, 32(3), 85-87.\nHardaker, C. (2010). Trolling in asynchronous computer-mediated communication:\nFrom user discussions to academic definitions. Journal of politeness research, 6(2), 215-242.\nHardaker, C. (2013). “Uh.... not to be nitpicky, but… the past tense of drag is dragged,\nnot drug.”: An overview of trolling strategies. Journal of language aggression and conflict, 1(1), 58-86.\nHerring, S., Job-Sluder, K., Scheckler, R., & Barab, S. (2002). Searching for safety\nonline: Managing" trolling" in a feminist forum. The information society, 18(5), 371-384.\nHerring, S. C. (2002). Gender Violence: Recognizing and Resisting Abuse in Online\nEnvironment. Asian women, 14, 187-212.\nHi im Coconut (n.d.). Home [YouTube channel]. YouTube. Retrieved March 15, 2021,\nfrom https://www.youtube.com/c/HiimCoconut/featured\nHine, C. (Ed.). (2005). Virtual methods: Issues in social research on the Internet. Berg\nPub Limited.\nHong, F. Y., & Cheng, K. T. (2018). Correlation between university students’ online\ntrolling behavior and online trolling victimization forms, current conditions, and personality traits. Telematics and Informatics, 35(2), 397-405.\nHopkinson, C. (2013). Trolling in online discussions: From provocation to\ncommunity-building.\nLi, C. (2010). Groundswell. Winning in a world transformed by social technologies.\nStrategic Direction, 26(8).\nJane, E. A. (2014). “Your a ugly, whorish, slut” understanding E-bile. Feminist Media\nStudies, 14(4), 531-546.\nJane, E. A. (2015). Flaming? What flaming? The pitfalls and potentials of researching\nonline hostility. Ethics and Information Technology, 17(1), 65-87.\nKing, S. A. (1996). Researching Internet communities: Proposed ethical guidelines for\nthe reporting of results. The Information Society, 12(2), 119-128.\nLea, M., O`Shea, T., Fung, P., & Spears, R. (1992). `Flaming`in computer-mediated\ncommunication: Observations, explanations, implications. Harvester\nWheatsheaf.\nLee, H. (2005). Behavioral strategies for dealing with flaming in an online forum. The\nSociological Quarterly, 46(2), 385-403.\nLopes, B., & Yu, H. (2017). Who do you troll and Why: An investigation into the\nrelationship between the Dark Triad Personalities and online trolling behaviours towards popular and less popular Facebook profiles. Computers in Human Behavior, 77, 69-76.\nLumsden, K., & Morgan, H. (2017). Media framing of trolling and online abuse:\nsilencing strategies, symbolic violence, and victim blaming. Feminist Media Studies, 17(6), 926-940.\nMalenkovich, S. (2020, March 20). Top 5 threats for online gamers. Retrieved from\nhttps://www.kaspersky.com/blog/online-gamer-threats/4474/\nMarwick, A. E., & Lewis, R. (2017). Media manipulation and disinformation online.\nMcKenna, K. Y., & Bargh, J. A. (2014). Plan 9 from cyberspace: The implications of\nthe Internet for personality and social psychology. In Personality and Social Psychology at the Interface (pp. 57-75). Psychology Press.\nMerriam, S. B., & Tisdell, E. J. (2015). Qualitative research: A guide to design and\nimplementation. John Wiley & Sons.\nMiltner, K. M., & Highfield, T. (2017). Never gonna GIF you up: Analyzing the\ncultural significance of the animated GIF. Social Media+ Society, 3(3),\n056305117725223.\nMiller, H. (1995, June). The presentation of self in electronic life: Goffman on the\nInternet. In Embodied knowledge and virtual space conference (Vol. 9, pp. 1-8).\nMorrissey, L. (2010). Trolling is an art: Towards a schematic classification of\nintention in internet trolling. Griffith Work. Pap. Pragmat. Intercult. Commun, 3,\n75-82.\nMorse, J. M. (1991). Approaches to qualitative-quantitative methodological\ntriangulation. Nursing research, 40(2), 120-123.\nMorse, J. M. (2007). Sampling in grounded theory. The SAGE handbook of grounded\ntheory, 229-244.\nLapidot-Lefler, N., & Barak, A. (2012). Effects of anonymity, invisibility, and lack of\neye-contact on toxic online disinhibition. Computers in human behavior, 28(2), 434-443.\nOrtiz, S. M. (2020). Trolling as a collective form of harassment: An inductive study of how online users understand trolling. Social Media+ Society, 6(2), 2056305120928512.\nO’sullivan, P. B., & Flanagin, A. J. (2003). Reconceptualizing ‘flaming’and other\nproblematic messages. New Media & Society, 5(1), 69-94.\nPadres, A. (2010, January 02). The WIRED Guide to Emoji. Retrieved from\nhttps://www.wired.com/story/guide-emoji/\nPalinkas, L. A., Horwitz, S. M., Green, C. A., Wisdom, J. P., Duan, N., & Hoagwood, K. (2015). Purposeful sampling for qualitative data collection and analysis in mixed method implementation research. Administration and policy in mental health and mental health services research, 42, 533-544.\nPaul, H. L., Bowman, N. D., & Banks, J. (2015). 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EBOOK: introducing qualitative research in psychology.\nMcGraw-hill education (UK).\nWikipedia. (n.d.). Troll. Retrieved from https://en.wikipedia.org/wiki/Troll\nWikipedia. (n.d.). Trolling (fishing). Retrieved from\nhttps://en.wikipedia.org/wiki/Trolling_(fishing)\nWorldmeter. (n.d.) Current World Population. Retrieved from\nhttps://www.worldometers.info/world-population/\nZimmer, M. (2010). “But the data is already public”: on the ethics of research in\nFacebook. Ethics and information technology, 12, 313-325. 描述 碩士
國立政治大學
國際傳播英語碩士學位學程(IMICS)
106461007資料來源 http://thesis.lib.nccu.edu.tw/record/#G0106461007 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) 劉人碩 zh_TW dc.creator (作者) 劉人碩 zh_TW dc.date (日期) 2023 en_US dc.date.accessioned 1-Sep-2023 15:17:33 (UTC+8) - dc.date.available 1-Sep-2023 15:17:33 (UTC+8) - dc.date.issued (上傳時間) 1-Sep-2023 15:17:33 (UTC+8) - dc.identifier (Other Identifiers) G0106461007 en_US dc.identifier.uri (URI) https://ah.lib.nccu.edu.tw/item?item_id=166475 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 國際傳播英語碩士學位學程(IMICS) zh_TW dc.description (描述) 106461007 zh_TW dc.description.abstract (摘要) 自台北暗殺星獲得了英雄聯盟S2世界大賽冠軍後,線上遊戲的風潮變從此展開。然而,就像線上遊戲,玩家在遊玩時必定有被其他玩家“戳”、嘲諷、送頭等各種破壞遊戲體驗的引戰行為影響到的經驗。這份研究從這些在遊戲中表現引戰行為的人之角度出發去探討這些行為。此外,在科技的日新月異下,遊戲中也出現越來越多的功能供玩家使用;此研究也深入探討這些額外的功能與遊戲中引戰行為之間的關聯。\n此研究透過深度訪談的方式進一步探討這些玩家的世界。以過往眾多學者的文獻為基礎,此研究也分析這些行為背後的動機、這些有引戰行為的玩家們是如何看待自己的角色、以及遊戲內與日俱進的功能對他們的行為之影響。 zh_TW dc.description.abstract (摘要) Since the Taipei Assassins won the Season 2 World Championship of League of Legends, an online game played by worldwide gamers, gaming became a fiery trend and has never seemed to die down. Yet, just like other online games, people encounter trolls when they play, affecting their gameplays. Having experience of being in the troll community, this research aimed to look at trolling behaviors from a different angle: from the perspective of trolls. Moreover, with the advancement of technology, more and more functions have been introduced to players for them to utilize. This research also dug into the connection between trolling behaviors and these added in-game functions.\nThis research aimed to utilize in-depth interviews to look into the world of trolls. Based on the work of previous scholars, this research aimed to look at motivations of trolling behaviors, how trolls perceive themselves and how the in-game functions have affected their behaviors. en_US dc.description.tableofcontents Acknowledgement i\nAbstract ii\nTable of Contents iv\n1 Introduction 1\n1.1 Research Background 2\n1.2 Motivations 7\n1.3 Scopes and Objectives 8\n2 Literature Review 10\n2.1 Trolling Definition 10\n2.2 Trolling Intention 15\n2.2.1 Anonymity 15\n2.2.2 Pleasure 17\n2.2.3 Self-esteem 18\n2.2.4 Mimicking 20\n2.3 Types of trolling behaviors 21\n2.4 Reaction to trolls 23\n2.5 Troll, benign or not? 25\n3 Research Questions and Methods 27\n3.1 Research Questions 27\n3.2 Research Design 28\n3.2.1 In-depth Interviews 28\n3.2.2 Interview Samples 31\n3.2.3 Online Observation 33\n4 Interview and Results 35\n4.1 Interview Procedure 35\n4.2 Interviewees 36\n4.3 Results 37\n4.3.1 How trolls became trolls? 37\n4.3.2 Trolling Definitions 37\n4.3.3 Trolling and Gaming 38\n4.3.4 Identity 39\n4.3.5 Trolling Behaviors 40\n4.3.6 Motivations 40\n4.3.7 Age might also be a problem 42\n4.4 Conclusion 43\n5 Discussion 46\n5.1 Contribution 46\n5.2 Suggestions for future research 47\n5.3 Limitations 47\nReferences 49\nAppendix 60 zh_TW dc.format.extent 1627443 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0106461007 en_US dc.subject (關鍵詞) 線上遊戲 zh_TW dc.subject (關鍵詞) 英雄聯盟 zh_TW dc.subject (關鍵詞) 引戰行為 zh_TW dc.subject (關鍵詞) 戳 zh_TW dc.subject (關鍵詞) 玩家 zh_TW dc.subject (關鍵詞) 遊戲內功能 zh_TW dc.subject (關鍵詞) 亞洲 zh_TW dc.subject (關鍵詞) 臺灣 zh_TW dc.subject (關鍵詞) 動機 zh_TW dc.subject (關鍵詞) Online games en_US dc.subject (關鍵詞) League of Legends en_US dc.subject (關鍵詞) trolling behaviors en_US dc.subject (關鍵詞) trolls en_US dc.subject (關鍵詞) in-game functions en_US dc.subject (關鍵詞) motivations en_US dc.subject (關鍵詞) Asia en_US dc.subject (關鍵詞) Taiwan en_US dc.title (題名) 案例分析:在網路遊戲中引戰行為之研究 zh_TW dc.title (題名) Case Study Research: A Look in Online Trolling Behavior in Gaming Environment en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) Abidin, C. (2016). Visibility labour: Engaging with Influencers’ fashion brands and#\nOOTD advertorial campaigns on Instagram. Media International Australia,\n161(1), 86-100.\nAdrian, A. (2010). Beyond griefing: Virtual crime. Computer law & Security review,\n26(6), 640-648.\nAlonzo, M., & Aiken, M. (2004). Flaming in electronic communication. Decision\nSupport Systems, 36(3), 205-213.\nBowman, N. D. (2018). The demanding nature of video game play. Video games: A\nmedium that demands our attention, 1-24.\nBoyd, D. M., & Ellison, N. B. (2007). Social network sites: Definition, history, and\nscholarship. Journal of computer‐mediated Communication, 13(1), 210-230.\nBishop, J., & Slatkin, B. A. (2015). Troll culture: A comprehensive guide.\nProcedia-Social and Behavioral Sciences, 187, 473-480.\nBraun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative\nresearch in psychology, 3(2), 77-101.\nBratu, S. (2017). The inexorable shift towards an increasingly hostile cyberspace\nenvironment: The adverse social impact of online trolling behavior.\nContemporary Readings in Law and Social Justice, 9(2), 88-94.\nBuckels, E. E., Trapnell, P. D., & Paulhus, D. L. (2014). Trolls just want to have fun.\nPersonality and individual Differences, 67, 97-102.\nChoi, S. M., & Rifon, N. J. (2012). It is a match: The impact of congruence between celebrity image and consumer ideal self on endorsement effectiveness. Psychology & marketing, 29(9), 639-650.\nColes, B. A., & West, M. (2016). Weaving the internet together: Imagine\ncommunities in newspaper comment threads. Computers in Human Behavior, 60,\n44-53.\nCook, C. L. (2019). Between a troll and a hard place: the demand framework’s answer\nto one of gaming’s biggest problems. Media and Communication, 7(4), 176-185.\nCook, C., Schaafsma, J., & Antheunis, M. (2018). Under the bridge: An in-depth\nexamination of online trolling in the gaming context. New Media & Society, 20(9), 3323-3340.\nCook, C., Conijn, R., Schaafsma, J., & Antheunis, M. (2019). For whom the gamer\ntrolls: A study of trolling interactions in the online gaming context. Journal of Computer-Mediated Communication, 24(6), 293-318.\nCoyne, I., Chesney, T., Logan, B., & Madden, N. (2009). Griefing in a virtual\ncommunity: An exploratory survey of second life residents. Zeitschrift für Psychologie/Journal of psychology, 217(4), 214-221.\nCruz, A. G. B., Seo, Y., & Rex, M. (2018). Trolling in online communities: A\npractice-based theoretical perspective. The Information Society, 34(1), 15-26.\nCulpeper, J., Bousfield, D., & Wichmann, A. (2003). Impoliteness revisited: With\nspecial reference to dynamic and prosodic aspects. Journal of pragmatics, 35(10-11), 1545-1579.\nDineva, D. P., Breitsohl, J. C., & Garrod, B. (2017). Corporate conflict management\non social media brand fan pages. Journal of Marketing Management, 33(9-10),\n679-698.\nDonath, J. S. (1999). Identity and deception in the virtual community. Communities in\ncyberspace, 29.\nDouglas, K. M., & McGarty, C. (2001). Identifiability and self‐presentation:\nComputer‐mediated communication and intergroup interaction. British journal of\nsocial psychology, 40(3), 399-416.\nFandom. (n.d.). The Tribunal. Retrieved from\nhttps://leagueoflegends.fandom.com/wiki/The_Tribunal\nFandom. (n.d.). Honor. Retrieved from\nhttps://leagueoflegends.fandom.com/wiki/Honor\nFichman, P., & Sanfilippo, M. R. (2015). The bad boys and girls of cyberspace: How\ngender and context impact perception of and reaction to trolling. Social science computer review, 33(2), 163-180.\nGarena. (n.d.). 表情系統正式上線囉!取自 https://promo.lol.garena.tw/emotes-lol/\nGoslin, A. (2019, September 17). League of Legends has nearly 8 million peak daily\nconcurrent players globally, says Riot. Retrieved from\nhttps://www.riftherald.com/2019/9/17/20870382/league-of-legends-player-numbers-active-peak-concurrent\nGriffiths, M. D. (2014). 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