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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

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 1-九月-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。
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.
This 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.
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26(6), 640-648.
Alonzo, M., & Aiken, M. (2004). Flaming in electronic communication. Decision
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scholarship. Journal of computer‐mediated Communication, 13(1), 210-230.
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Cook, C., Conijn, R., Schaafsma, J., & Antheunis, M. (2019). For whom the gamer
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special reference to dynamic and prosodic aspects. Journal of pragmatics, 35(10-11), 1545-1579.
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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-Hsuanen_US
dc.contributor.author (作者) 劉人碩zh_TW
dc.creator (作者) 劉人碩zh_TW
dc.date (日期) 2023en_US
dc.date.accessioned 1-九月-2023 15:17:33 (UTC+8)-
dc.date.available 1-九月-2023 15:17:33 (UTC+8)-
dc.date.issued (上傳時間) 1-九月-2023 15:17:33 (UTC+8)-
dc.identifier (其他 識別碼) G0106461007en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/147001-
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) 106461007zh_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。
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.
This 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
Abstract ii
Table of Contents iv
1 Introduction 1
1.1 Research Background 2
1.2 Motivations 7
1.3 Scopes and Objectives 8
2 Literature Review 10
2.1 Trolling Definition 10
2.2 Trolling Intention 15
2.2.1 Anonymity 15
2.2.2 Pleasure 17
2.2.3 Self-esteem 18
2.2.4 Mimicking 20
2.3 Types of trolling behaviors 21
2.4 Reaction to trolls 23
2.5 Troll, benign or not? 25
3 Research Questions and Methods 27
3.1 Research Questions 27
3.2 Research Design 28
3.2.1 In-depth Interviews 28
3.2.2 Interview Samples 31
3.2.3 Online Observation 33
4 Interview and Results 35
4.1 Interview Procedure 35
4.2 Interviewees 36
4.3 Results 37
4.3.1 How trolls became trolls? 37
4.3.2 Trolling Definitions 37
4.3.3 Trolling and Gaming 38
4.3.4 Identity 39
4.3.5 Trolling Behaviors 40
4.3.6 Motivations 40
4.3.7 Age might also be a problem 42
4.4 Conclusion 43
5 Discussion 46
5.1 Contribution 46
5.2 Suggestions for future research 47
5.3 Limitations 47
References 49
Appendix 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/#G0106461007en_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) 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 gamesen_US
dc.subject (關鍵詞) League of Legendsen_US
dc.subject (關鍵詞) trolling behaviorsen_US
dc.subject (關鍵詞) trollsen_US
dc.subject (關鍵詞) in-game functionsen_US
dc.subject (關鍵詞) motivationsen_US
dc.subject (關鍵詞) Asiaen_US
dc.subject (關鍵詞) Taiwanen_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 Environmenten_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) Abidin, C. (2016). Visibility labour: Engaging with Influencers’ fashion brands and#
OOTD advertorial campaigns on Instagram. Media International Australia,
161(1), 86-100.
Adrian, A. (2010). Beyond griefing: Virtual crime. Computer law & Security review,
26(6), 640-648.
Alonzo, M., & Aiken, M. (2004). Flaming in electronic communication. Decision
Support Systems, 36(3), 205-213.
Bowman, N. D. (2018). The demanding nature of video game play. Video games: A
medium that demands our attention, 1-24.
Boyd, D. M., & Ellison, N. B. (2007). Social network sites: Definition, history, and
scholarship. Journal of computer‐mediated Communication, 13(1), 210-230.
Bishop, J., & Slatkin, B. A. (2015). Troll culture: A comprehensive guide.
Procedia-Social and Behavioral Sciences, 187, 473-480.
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative
research in psychology, 3(2), 77-101.
Bratu, S. (2017). The inexorable shift towards an increasingly hostile cyberspace
environment: The adverse social impact of online trolling behavior.
Contemporary Readings in Law and Social Justice, 9(2), 88-94.
Buckels, E. E., Trapnell, P. D., & Paulhus, D. L. (2014). Trolls just want to have fun.
Personality and individual Differences, 67, 97-102.
Choi, 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.
Coles, B. A., & West, M. (2016). Weaving the internet together: Imagine
communities in newspaper comment threads. Computers in Human Behavior, 60,
44-53.
Cook, C. L. (2019). Between a troll and a hard place: the demand framework’s answer
to one of gaming’s biggest problems. Media and Communication, 7(4), 176-185.
Cook, C., Schaafsma, J., & Antheunis, M. (2018). Under the bridge: An in-depth
examination of online trolling in the gaming context. New Media & Society, 20(9), 3323-3340.
Cook, C., Conijn, R., Schaafsma, J., & Antheunis, M. (2019). For whom the gamer
trolls: A study of trolling interactions in the online gaming context. Journal of Computer-Mediated Communication, 24(6), 293-318.
Coyne, I., Chesney, T., Logan, B., & Madden, N. (2009). Griefing in a virtual
community: An exploratory survey of second life residents. Zeitschrift für Psychologie/Journal of psychology, 217(4), 214-221.
Cruz, A. G. B., Seo, Y., & Rex, M. (2018). Trolling in online communities: A
practice-based theoretical perspective. The Information Society, 34(1), 15-26.
Culpeper, J., Bousfield, D., & Wichmann, A. (2003). Impoliteness revisited: With
special reference to dynamic and prosodic aspects. Journal of pragmatics, 35(10-11), 1545-1579.
Dineva, D. P., Breitsohl, J. C., & Garrod, B. (2017). Corporate conflict management
on social media brand fan pages. Journal of Marketing Management, 33(9-10),
679-698.
Donath, J. S. (1999). Identity and deception in the virtual community. Communities in
cyberspace, 29.
Douglas, K. M., & McGarty, C. (2001). Identifiability and self‐presentation:
Computer‐mediated communication and intergroup interaction. British journal of
social psychology, 40(3), 399-416.
Fandom. (n.d.). The Tribunal. Retrieved from
https://leagueoflegends.fandom.com/wiki/The_Tribunal
Fandom. (n.d.). Honor. Retrieved from
https://leagueoflegends.fandom.com/wiki/Honor
Fichman, P., & Sanfilippo, M. R. (2015). The bad boys and girls of cyberspace: How
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