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題名 探討文字冒險類型之新聞遊戲的敘事人稱及結局成敗對助人意願的影響:以敘利亞難民為主題
Exploring the Effects of Narrative Point of View and Ending Outcome in Text Adventure Newsgames on Willingness to Help: A Case Study on the Syrian Refugee Crisis Issue
作者 沈惟中
Shen, Wei-Chung
貢獻者 林日璇
Lin, Jih-Hsuan
沈惟中
Shen, Wei-Chung
關鍵詞 新聞遊戲
敘事人稱
遊戲結局成敗
角色代入感
助人意願
同理心
newsgames
narrative point of view
success or failure of the game ending
identification
willingness to help
empathy
日期 2023
上傳時間 1-Dec-2023 13:58:53 (UTC+8)
摘要 在媒體數位化的時代下,新聞遊戲成為了解議題的新興途徑。然而,相關研究聚焦於新聞遊戲的定義及敘事策略,卻甚少檢視新聞遊戲對閱聽人的實際效用,特別是探討其中哪些元素會影響態度及行為意願。本研究著眼於文字冒險類型的新聞遊戲,創作出一款呈現敘利亞難民出逃歷程的遊戲,並以網路實驗法執行3(敘事人稱:第一人稱、第二人稱及第三人稱敘事)X 2(結局:成功及失敗)的組間實驗,觀察暴露在六組不同情境的受試者,對難民的態度、認知及情感同理、協助意願是否不同,且角色代入感是否為中介因素,最後總計收回214份有效樣本。 結果發現,第二人稱敘事相較第三人稱敘事更能顯著提升受試者的認知同理。此外,失敗的結局可以透過負面情緒促進助人意願,而成功的結局則能透過激越程度激發認知及情感同理,以及助人意願。 本研究拓展了新聞遊戲實證研究領域的版圖,並為欲設計新聞遊戲者提供了實務上的建議。建議未來研究可持續探究不同種類、題材的新聞遊戲中何類元素會起效用,另外亦可探討情緒反應等內在機制的效果。
Existing research on newsgames focused on definition and narrative strategies, with little examination of their actual utility among audiences, especially in terms of which elements influence attitudes. This study centers on text-based adventure-type news games, creating a game that portrays the journey of Syrian refugees. Using a web-based experimental approach, a 3 (Narrative Perspective: First-person, Second-person, and Third-person) x 2 (Endings: Success and Failure) between-groups experiment was conducted, exposing participants to six different scenarios. The study observed whether participants' attitudes, cognition, emotional empathy, and willingness to assist refugees differed across these scenarios, with identification as a potential mediating factor. In total, 214 valid samples were collected. Results indicate that second-person narrative significantly enhances participants' cognitive empathy compared to third-person narrative. Furthermore, a failed ending can promote willingness to help through negative emotions, while a successful ending can stimulate cognitive and emotional empathy, as well as willingness to assist, through the level of emotional intensity. This research expands the empirical research landscape in the field of news games and provides practical recommendations for those designing newsgames. Future research is suggested to continue exploring which elements are effective in different types and themes of newsgames and investigate the effects of internal mechanisms such as emotional responses.
參考文獻 洪欣慈、連珮宇(2017年8月7日)。〈聯合報新媒體研究報告〉,《聯合新聞網》。取自https://udn.com/upf/newmedia/2017_data/20170807_weathergame/index.html Baron-Cohen, S., & Wheelwright, S. (2004). The Empathy Quotient: An Investigation of Adults with Asperger Syndrome or High Functioning Autism, and Normal Sex Differences. Journal of Autism and Developmental Disorders, 34(2), 163-175. Bell, A., & Ensslin, A. (2011). “I know what it was. You know what it was”: Second-Person Narration in Hypertext Fiction. Narrative, 19(3), 311-329. Benjamin, W. (1969). The work of art in the age of mechanical reproduction. In H. Arendt (Ed.), Illuminations (pp. 217-252). New York, NY: Schoken. Beyer, A., & Matthes, J. (2015). Attitudes Toward Illegal Immigration and Exposure to Public Service and Commercial Broadcasting in France, Norway, and the United States. International Journal of Communication, 9(16), 3264-3279. Blair, R. E. (2005). 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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
110464031
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0110464031
資料類型 thesis
dc.contributor.advisor 林日璇zh_TW
dc.contributor.advisor Lin, Jih-Hsuanen_US
dc.contributor.author (Authors) 沈惟中zh_TW
dc.contributor.author (Authors) Shen, Wei-Chungen_US
dc.creator (作者) 沈惟中zh_TW
dc.creator (作者) Shen, Wei-Chungen_US
dc.date (日期) 2023en_US
dc.date.accessioned 1-Dec-2023 13:58:53 (UTC+8)-
dc.date.available 1-Dec-2023 13:58:53 (UTC+8)-
dc.date.issued (上傳時間) 1-Dec-2023 13:58:53 (UTC+8)-
dc.identifier (Other Identifiers) G0110464031en_US
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/148544-
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) 110464031zh_TW
dc.description.abstract (摘要) 在媒體數位化的時代下,新聞遊戲成為了解議題的新興途徑。然而,相關研究聚焦於新聞遊戲的定義及敘事策略,卻甚少檢視新聞遊戲對閱聽人的實際效用,特別是探討其中哪些元素會影響態度及行為意願。本研究著眼於文字冒險類型的新聞遊戲,創作出一款呈現敘利亞難民出逃歷程的遊戲,並以網路實驗法執行3(敘事人稱:第一人稱、第二人稱及第三人稱敘事)X 2(結局:成功及失敗)的組間實驗,觀察暴露在六組不同情境的受試者,對難民的態度、認知及情感同理、協助意願是否不同,且角色代入感是否為中介因素,最後總計收回214份有效樣本。 結果發現,第二人稱敘事相較第三人稱敘事更能顯著提升受試者的認知同理。此外,失敗的結局可以透過負面情緒促進助人意願,而成功的結局則能透過激越程度激發認知及情感同理,以及助人意願。 本研究拓展了新聞遊戲實證研究領域的版圖,並為欲設計新聞遊戲者提供了實務上的建議。建議未來研究可持續探究不同種類、題材的新聞遊戲中何類元素會起效用,另外亦可探討情緒反應等內在機制的效果。zh_TW
dc.description.abstract (摘要) Existing research on newsgames focused on definition and narrative strategies, with little examination of their actual utility among audiences, especially in terms of which elements influence attitudes. This study centers on text-based adventure-type news games, creating a game that portrays the journey of Syrian refugees. Using a web-based experimental approach, a 3 (Narrative Perspective: First-person, Second-person, and Third-person) x 2 (Endings: Success and Failure) between-groups experiment was conducted, exposing participants to six different scenarios. The study observed whether participants' attitudes, cognition, emotional empathy, and willingness to assist refugees differed across these scenarios, with identification as a potential mediating factor. In total, 214 valid samples were collected. Results indicate that second-person narrative significantly enhances participants' cognitive empathy compared to third-person narrative. Furthermore, a failed ending can promote willingness to help through negative emotions, while a successful ending can stimulate cognitive and emotional empathy, as well as willingness to assist, through the level of emotional intensity. This research expands the empirical research landscape in the field of news games and provides practical recommendations for those designing newsgames. Future research is suggested to continue exploring which elements are effective in different types and themes of newsgames and investigate the effects of internal mechanisms such as emotional responses.en_US
dc.description.tableofcontents 第一章 緒論 1 第一節 研究背景 1 第二節 研究動機與目的 3 第二章 文獻探討 7 第一節 新聞遊戲之定義、類型及相關研究 7 一、新聞遊戲的定義 7 二、新聞遊戲的類型及實際例子 9 三、新聞遊戲的相關研究 10 第二節 文字冒險遊戲與敘事人稱 12 第三節 對敘利亞難民的態度 17 第四節 同理心及助人意願 20 第五節 角色代入感的中介機制 24 第六節 結局成敗 26 第三章 研究方法 33 第一節 實驗設計 33 第二節 刺激物設計 34 第三節 變項測量 38 一、依變項 38 二、中介變項 39 三、情緒與生理喚起 40 四、控制變項 41 五、操弄型檢定 43 第四節 前測 43 一、前測目的與方法 43 二、前測結果 44 第四章 研究結果 46 第一節 樣本與描述性統計 46 第二節 量表信度檢測 47 第三節 假設檢驗 47 一、敘事人稱對敘利亞難民態度、認知及情感同理、助人意願的影響 48 二、角色代入感的中介效果 50 三、結局成敗的調節效果 54 第四節 其餘發現 62 第五章 結論 66 第一節 研究發現與討論 66 一、敘事人稱對依變項的影響 66 二、角色代入感的中介效果 68 三、結局成敗 70 第二節 學術與實務貢獻 71 第三節 研究限制與未來研究建議 72 參考書目 74 附錄 86 附錄一:研究問卷 86 附錄二:刺激物設計(以第一人稱敘事為例) 91zh_TW
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dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0110464031en_US
dc.subject (關鍵詞) 新聞遊戲zh_TW
dc.subject (關鍵詞) 敘事人稱zh_TW
dc.subject (關鍵詞) 遊戲結局成敗zh_TW
dc.subject (關鍵詞) 角色代入感zh_TW
dc.subject (關鍵詞) 助人意願zh_TW
dc.subject (關鍵詞) 同理心zh_TW
dc.subject (關鍵詞) newsgamesen_US
dc.subject (關鍵詞) narrative point of viewen_US
dc.subject (關鍵詞) success or failure of the game endingen_US
dc.subject (關鍵詞) identificationen_US
dc.subject (關鍵詞) willingness to helpen_US
dc.subject (關鍵詞) empathyen_US
dc.title (題名) 探討文字冒險類型之新聞遊戲的敘事人稱及結局成敗對助人意願的影響:以敘利亞難民為主題zh_TW
dc.title (題名) Exploring the Effects of Narrative Point of View and Ending Outcome in Text Adventure Newsgames on Willingness to Help: A Case Study on the Syrian Refugee Crisis Issueen_US
dc.type (資料類型) thesisen_US
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