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題名 遊戲中失敗的悖論:遊戲結果對玩家持續遊玩意願的影響
The Paradox of Failure in Games: Exploring The Influence of Game Outcomes on Players’ Continuance Intention作者 李翊瑄
LI, Yi-Hsuan貢獻者 林日璇
Lin, Jih-Hsuan
李翊瑄
LI, Yi-Hsuan關鍵詞 遊戲結果
自我效能
遊戲經驗差異
勝任感需求的挫折
對未來成就的期望
持續遊玩意願
Game Outcomes
Self-efficacy
Gaming experience
Competence frustration
Expectation of future achievement
Continuance intention日期 2024 上傳時間 1-七月-2024 12:46:49 (UTC+8) 摘要 遊戲產業市場規模的擴張,電玩相關研究的版圖也隨之拓展到更多層面,本研究希冀暸解遊戲的顧客忠誠度,找尋如何在電玩遊戲有限的壽命中、最大程度的維持再玩機率,並從「遊戲中失敗的悖論」這個現象切入,旨在探究遊戲結果對遊戲自我效能感、勝任感需求的挫折、對未來成就的期望與未來持續遊玩意願之間的關聯性,以及遊戲經驗差異在遊戲自我效能感的效果。 本研究採取實驗法,並採用 2(玩家遊戲經驗差異:新手 vs. 有經驗之玩家)X 2(遊戲結果:獲得勝利結果 vs. 取得負面遊戲結果)受試者間設計(between-subject design)的實驗設計,選用《TETR.IO》網頁版這款益智遊戲作為實驗刺激物,觀察參與者在競爭後面對不同遊戲結果時,對於其未來持續遊玩是否有所不同。 研究結果發現:首先,遊戲結果會顯著的影響玩家對未來成就的期望、遊戲自我效能感與勝任感需求的挫折,然與假設不同的是取得負面遊戲結果的組別,其對未來成就的期望並不會強於遊戲中獲得勝利的組別;再者,遊戲經驗差異在取得負面遊戲結果的情況下,會顯著影響遊戲結果與遊戲自我效能感之間的效果,但與假設不符的是新手玩家組別的遊戲自我效能感並不會強於有經驗的玩家組別;最後,玩家對未來成就的期望可以正向影響其未來持續遊玩的意願。
With the expansion of the market size of the gaming industry, the research related to video games has also broadened to more dimensions. This study aims to understand gamer loyalty, seeking ways to maximize their continuance intention during the limited lifespan of video games. By delving into "the Paradox of Failure in Games," the study intends to explore the relationships between game outcomes and self-efficacy, frustration of the need for competence, expectations of future achievements, and continuance intention, as well as how self-efficacy may differ between novice and experienced gamers. This study conducted an experiment method, employing a 2 (differences in player gaming experience: novice vs. experienced players) x 2 (game outcomes: victory vs. negative result) between-subject design. The puzzle game "TETR.IO" web version was selected as the experimental stimulus to observe whether players' continuance intention differed after facing different game outcomes in a competitive setting. The results showed that, firstly, game outcomes significantly affect players' expectations of future achievements, self-efficacy, and competence frustration. Contrary to the hypothesis, the group with negative game outcomes did not have stronger expectations of future achievements than those with victories. Furthermore, differences in gaming experience significantly influenced the effect of game outcomes on self-efficacy in the situation of negative game outcomes. However, contrary to the hypothesis, novice players did not exhibit stronger self-efficacy than experienced players. Lastly, players' expectations of future achievements positively influenced their continuance intention in the future.參考文獻 中文部分 徐明慧(2012)。《從期望失驗理論與企業社會責任探討網路購物之再購意願 — 以網路服飾為例》。成功大學企業管理研究所碩士論文。 陳延昇(2016)。情緒管理在體感遊戲經驗的新觀點:檢視情緒激越程度與遊戲刺激潛質的影響效果。中華傳播學刊,(29),45-77。https://doi.org/10.6195%2fcjcr.2016.29.02 張樑治、余嬪、蔡志堅、劉吉川(2006)。運用迴歸作用機制圖重探老人勝任感、自我決定感與休閒滿意關係之研究。戶外遊憩研究,19(4),64-81。https://doi.org/10.6130/JORS.2006.19(4)3 經濟部工業局(2021)。《110Taiwan數位內容產業年鑑》,取自https://www.moeaidb.gov.tw/22external/ctlr?PRO=publication.rwdPublicationView&id=4406 〈TETR.IO〉(2023年9月14日),在《維基百科》。https://zh.wikipedia.org/zh-tw/TETR.IO 英文部分 Agarwal, R., & Karahanna, E. (2000). Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs about Information Technology Usage. MIS Quarterly, 24(4), 665–694. https://doi.org/10.2307/3250951 Alan, A. K., Kabadayi, E. T., & Aksoy, N. C. (2022). Replaying online games for flow experience and outcome expectations: An exploratory study for the moderating role of external locus of control based on Turkish gamers’ evaluations. Entertainment Computing, 40, 100460. https://doi.org/10.1016/j.entcom.2021.100460 Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125, 627–668. Gonçalves, D., Pais, P., Gerling, K., Guerreiro, T., & Rodrigues, A. (2023). Social gaming: A systematic review. Computers in Human Behavior, 147, 1–31. https://doi.org/10.1016/j.chb.2023.107851 Huang, H. C., Liao, G. Y., Chiu, K. L., & Teng, C. I. (2017). How Is Frustration Related to Online Gamer Loyalty? A Synthesis of Multiple Theories. Cyberpsychology, behavior and social networking, 20(11), 683–688. https://doi.org/10.1089/cyber.2017.0023 Karl, K. A., O’Leary-Kelly, A. M., & Martocchio, J. J. (1993). The Impact of Feedback and Self-Efficacy on Performance in Training. Journal of Organizational Behavior, 14(4), 379–394. http://www.jstor.org/stable/2488290 Kim, E. J., & Lee, K. R. (2019). Effects of an examiner's positive and negative feedback on self-assessment of skill performance, emotional response, and self-efficacy in Korea: a quasi-experimental study. BMC medical education, 19(1), 142. https://doi.org/10.1186/s12909-019-1595-x Koster, R. (2005). A theory of fun for game design. Scottsdale, AZ: Paraglyph Press. Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion Without Story. http://www.xeodesign.com/xeodesign_whyweplaygames.pdf Lin, C.-Y., Hung, W.-H., Fang, K., & Tu, C.-C. (2015). Understanding players’achievement values from MMORPGs: An exploratory study. Internet Research, 25(5),829–851. https://doi.org/10.1108/IntR-12-2013-0268 Locke, E. A. (1968). Toward a theory of task motivation and incentives. Organizational Behavior & Human Performance, 3(2), 157–189. https://doi.org/10.1016/0030-5073(68)90004-4 Locke, E. A., & Latham, G. P. (1990). A theory of goal setting & task performance. Prentice-Hall, Inc. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press. Newzoo. (2023). Newzoo Global Games Market Report 2023 | Free Version. Retrieved December 15 from https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2023-free-version Oliver, R. L. (1980). A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions. Journal of Marketing Research, 17(4), 460–469. https://doi.org/10.2307/3150499 Oliver, R. L. (1981). Measurement and Evaluation of Satisfaction Processes in Retail Settings. Journal of Retailing, 57, 25-48. Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166. https://doi.org/10.1037/a0019440 Rau, P.-L. P., Peng, S.-Y., & Yang, C.-C. (2006). Time Distortion for Expert and Novice Online Game Players. CyberPsychology & Behavior, 9(4), 396–403. https://doi.org/10.1089/cpb.2006.9.396 Reinecke, L., Tamborini, R., Grizzard, M., Lewis, R., Eden, A., & Bowman, N. D. (2012). Characterizing mood management as need satisfaction: The effects of intrinsic needs on selective exposure and mood repair. Journal of Communication, 62(3), 437–453. https://doi.org/10.1111/j.1460-2466.2012.01649.x Ryan, R. M., & Deci, E. L. (2000a). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psy- chology, 25, 54–67. Ryan, R. M., & Deci, E. L. (2000b). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55, 68–78. Smith, B. W., Dalen, J., Wiggins, K., Tooley, E., Christopher, P., & Bernard, J. (2008). The brief resilience scale: Assessing the ability to bounce back. International Journal of Behavioral Medicine, 15(3), 194–200. https:// doi.org/10.1080/10705500802222972 Spence, J., & Helmreich, R. (1983). Achievement-related motives and behaviors. In J. Spence (Ed.), Achievement and achievement motives: Psychological and sociological approaches (pp. 10–74). San Francisco, CA: N. H. Freeman. Suominen, J. (2008). The past as future? Nostalgia and retrogaming in digital culture. The Fibrecul- ture Journal, 11. Retrieved from http://eleven .fibreculturejournal.org/fcj-075-the-past-as-the- future-nostalgia-and-retrogaming-in-digital-culture/ Tanes, Z., & Cho, H. (2013). Goal setting outcomes: Examining the role of goal interaction in influencing the experience and learning outcomes of video game play for earthquake preparedness. Computers in Human Behavior, 29(3), 858–869. https://doi.org/10.1016/j.chb.2012.11.003 Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388–408. https://doi.org/10.1111/j.1468-2885.2004.tb00321.x Williams, G. C., & Deci, E. L. (1996). Internalization of biopsychosocial values by medical students: A test of self-determination theory. Journal of Personality and Social Psychology, 70, 767-779. Wulf, T., Bowman, N. D., Velez, J. A., & Breuer, J. (2020). Once upon a game: Exploring video game nostalgia and its impact on well-being. Psychology of Popular Media, 9(1), 83–95. https://doi.org/10.1037/ppm0000208 Zillmann, D. (1988). Mood management through communication choices. American Behavioral Scientist, 31(3), 327–340. https://doi.org/10.1177/000276488031003005 描述 碩士
國立政治大學
傳播學院傳播碩士學位學程
111464046資料來源 http://thesis.lib.nccu.edu.tw/record/#G0111464046 資料類型 thesis dc.contributor.advisor 林日璇 zh_TW dc.contributor.advisor Lin, Jih-Hsuan en_US dc.contributor.author (作者) 李翊瑄 zh_TW dc.contributor.author (作者) LI, Yi-Hsuan en_US dc.creator (作者) 李翊瑄 zh_TW dc.creator (作者) LI, Yi-Hsuan en_US dc.date (日期) 2024 en_US dc.date.accessioned 1-七月-2024 12:46:49 (UTC+8) - dc.date.available 1-七月-2024 12:46:49 (UTC+8) - dc.date.issued (上傳時間) 1-七月-2024 12:46:49 (UTC+8) - dc.identifier (其他 識別碼) G0111464046 en_US dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/152093 - 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) 111464046 zh_TW dc.description.abstract (摘要) 遊戲產業市場規模的擴張,電玩相關研究的版圖也隨之拓展到更多層面,本研究希冀暸解遊戲的顧客忠誠度,找尋如何在電玩遊戲有限的壽命中、最大程度的維持再玩機率,並從「遊戲中失敗的悖論」這個現象切入,旨在探究遊戲結果對遊戲自我效能感、勝任感需求的挫折、對未來成就的期望與未來持續遊玩意願之間的關聯性,以及遊戲經驗差異在遊戲自我效能感的效果。 本研究採取實驗法,並採用 2(玩家遊戲經驗差異:新手 vs. 有經驗之玩家)X 2(遊戲結果:獲得勝利結果 vs. 取得負面遊戲結果)受試者間設計(between-subject design)的實驗設計,選用《TETR.IO》網頁版這款益智遊戲作為實驗刺激物,觀察參與者在競爭後面對不同遊戲結果時,對於其未來持續遊玩是否有所不同。 研究結果發現:首先,遊戲結果會顯著的影響玩家對未來成就的期望、遊戲自我效能感與勝任感需求的挫折,然與假設不同的是取得負面遊戲結果的組別,其對未來成就的期望並不會強於遊戲中獲得勝利的組別;再者,遊戲經驗差異在取得負面遊戲結果的情況下,會顯著影響遊戲結果與遊戲自我效能感之間的效果,但與假設不符的是新手玩家組別的遊戲自我效能感並不會強於有經驗的玩家組別;最後,玩家對未來成就的期望可以正向影響其未來持續遊玩的意願。 zh_TW dc.description.abstract (摘要) With the expansion of the market size of the gaming industry, the research related to video games has also broadened to more dimensions. This study aims to understand gamer loyalty, seeking ways to maximize their continuance intention during the limited lifespan of video games. By delving into "the Paradox of Failure in Games," the study intends to explore the relationships between game outcomes and self-efficacy, frustration of the need for competence, expectations of future achievements, and continuance intention, as well as how self-efficacy may differ between novice and experienced gamers. This study conducted an experiment method, employing a 2 (differences in player gaming experience: novice vs. experienced players) x 2 (game outcomes: victory vs. negative result) between-subject design. The puzzle game "TETR.IO" web version was selected as the experimental stimulus to observe whether players' continuance intention differed after facing different game outcomes in a competitive setting. The results showed that, firstly, game outcomes significantly affect players' expectations of future achievements, self-efficacy, and competence frustration. Contrary to the hypothesis, the group with negative game outcomes did not have stronger expectations of future achievements than those with victories. Furthermore, differences in gaming experience significantly influenced the effect of game outcomes on self-efficacy in the situation of negative game outcomes. However, contrary to the hypothesis, novice players did not exhibit stronger self-efficacy than experienced players. Lastly, players' expectations of future achievements positively influenced their continuance intention in the future. en_US dc.description.tableofcontents 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與研究問題 4 第二章 文獻探討 7 第一節 遊戲結果(GAMING OUTCOMES) 7 第二節 自我效能(SELF-EFFICACY) 10 第三節 勝任感需求(COMPETENCE NEED) 14 第四節 對未來成就的期望 18 第三章 研究方法 19 第一節 研究架構與假設 19 第二節 實驗設計與招募流程 22 第三節 實驗刺激物 23 第四節 問卷設計 24 第五節 研究變項測量 24 第六節 問卷前測 33 第四章 研究結果 36 第一節 樣本與描述性統計 36 第二節 T檢定分析 41 第三節 量表信度檢測 46 第四節 研究假設檢驗 47 第五章 結論 60 第一節 研究發現與討論 61 第二節 學術與實務貢獻 70 第三節 研究限制與未來研究建議 72 參考文獻 74 中文部分 74 英文部分 74 附錄 79 附錄一:正式實驗報名問卷 79 附錄二:正式實驗問卷 84 zh_TW dc.format.extent 1975180 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0111464046 en_US dc.subject (關鍵詞) 遊戲結果 zh_TW dc.subject (關鍵詞) 自我效能 zh_TW dc.subject (關鍵詞) 遊戲經驗差異 zh_TW dc.subject (關鍵詞) 勝任感需求的挫折 zh_TW dc.subject (關鍵詞) 對未來成就的期望 zh_TW dc.subject (關鍵詞) 持續遊玩意願 zh_TW dc.subject (關鍵詞) Game Outcomes en_US dc.subject (關鍵詞) Self-efficacy en_US dc.subject (關鍵詞) Gaming experience en_US dc.subject (關鍵詞) Competence frustration en_US dc.subject (關鍵詞) Expectation of future achievement en_US dc.subject (關鍵詞) Continuance intention en_US dc.title (題名) 遊戲中失敗的悖論:遊戲結果對玩家持續遊玩意願的影響 zh_TW dc.title (題名) The Paradox of Failure in Games: Exploring The Influence of Game Outcomes on Players’ Continuance Intention en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 中文部分 徐明慧(2012)。《從期望失驗理論與企業社會責任探討網路購物之再購意願 — 以網路服飾為例》。成功大學企業管理研究所碩士論文。 陳延昇(2016)。情緒管理在體感遊戲經驗的新觀點:檢視情緒激越程度與遊戲刺激潛質的影響效果。中華傳播學刊,(29),45-77。https://doi.org/10.6195%2fcjcr.2016.29.02 張樑治、余嬪、蔡志堅、劉吉川(2006)。運用迴歸作用機制圖重探老人勝任感、自我決定感與休閒滿意關係之研究。戶外遊憩研究,19(4),64-81。https://doi.org/10.6130/JORS.2006.19(4)3 經濟部工業局(2021)。《110Taiwan數位內容產業年鑑》,取自https://www.moeaidb.gov.tw/22external/ctlr?PRO=publication.rwdPublicationView&id=4406 〈TETR.IO〉(2023年9月14日),在《維基百科》。https://zh.wikipedia.org/zh-tw/TETR.IO 英文部分 Agarwal, R., & Karahanna, E. (2000). Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs about Information Technology Usage. MIS Quarterly, 24(4), 665–694. https://doi.org/10.2307/3250951 Alan, A. K., Kabadayi, E. T., & Aksoy, N. C. (2022). Replaying online games for flow experience and outcome expectations: An exploratory study for the moderating role of external locus of control based on Turkish gamers’ evaluations. Entertainment Computing, 40, 100460. https://doi.org/10.1016/j.entcom.2021.100460 Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125, 627–668. Gonçalves, D., Pais, P., Gerling, K., Guerreiro, T., & Rodrigues, A. (2023). Social gaming: A systematic review. Computers in Human Behavior, 147, 1–31. https://doi.org/10.1016/j.chb.2023.107851 Huang, H. C., Liao, G. Y., Chiu, K. L., & Teng, C. I. (2017). How Is Frustration Related to Online Gamer Loyalty? A Synthesis of Multiple Theories. Cyberpsychology, behavior and social networking, 20(11), 683–688. https://doi.org/10.1089/cyber.2017.0023 Karl, K. A., O’Leary-Kelly, A. M., & Martocchio, J. J. (1993). The Impact of Feedback and Self-Efficacy on Performance in Training. Journal of Organizational Behavior, 14(4), 379–394. http://www.jstor.org/stable/2488290 Kim, E. J., & Lee, K. R. (2019). Effects of an examiner's positive and negative feedback on self-assessment of skill performance, emotional response, and self-efficacy in Korea: a quasi-experimental study. BMC medical education, 19(1), 142. https://doi.org/10.1186/s12909-019-1595-x Koster, R. (2005). A theory of fun for game design. Scottsdale, AZ: Paraglyph Press. Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion Without Story. http://www.xeodesign.com/xeodesign_whyweplaygames.pdf Lin, C.-Y., Hung, W.-H., Fang, K., & Tu, C.-C. (2015). Understanding players’achievement values from MMORPGs: An exploratory study. 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