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題名 在開放世界遊戲中與NPC的擬社會互動對社交自我效能感的影響 —以《集合啦!動物森友會》爲例
The Effect of Parasocial-Interaction on Social Self-Efficacy in Open-World Games: The Case of Animal Crossing New Horizons
作者 黃誠
Huang, Cheng
貢獻者 陳宜秀<br>廖峻鋒
黃誠
Huang, Cheng
關鍵詞 擬社會互動
自我效能
集合啦!動物森友會
玩家研究
NPC
Parasocial interaction
Self-Efficacy
Animal Crossing: New Horizons
Player research
NPC
日期 2024
上傳時間 4-Oct-2024 10:30:27 (UTC+8)
摘要 由於疫情的持續,人們日常生活中的面對面社交活動受到了顯著限制,這使得虛擬社交互動成為維持社交聯絡的一個重要方式。本研究探討在開放世界遊戲中玩家與非玩家角色(NPC)之間的擬社會互動對玩家社交自我效能感的影響。研究場域為《集合啦!動物森友會》,這款遊戲提供了一個獨特的社交平台,讓玩家可以在遊戲中與NPC進行互動,從而在虛擬環境中模擬真實世界的社交場景。研究采用擬社會互動理論和自我效能理論,前者用以理解玩家與NPC之間交互的性質,後者阐述個體對自身能力的信念如何驅動行為。本研究探討了四個主要變量——NPC的社交吸引力、外表吸引力、玩家的孤獨感以及玩家對NPC的認同因素,檢驗他們是否影響擬社會互動的強度,並進一步探討這種影響是否通過擬社會互動的中介影響社交自我效能感。結果顯示,社交吸引力、外表吸引力、孤獨感以及玩家對NPC的認同這四個變量之間,存在著複雜的相互影響關係,NPC的社交吸引力和玩家對NPC的認同對擬社會互動的強度有顯著正面影響,而孤獨感則在一定程度上與社會互動有負面關係。更重要的是,擬社會互動對社交自我效能感有顯著的正向影響,這表明虛擬社交互動可以作為提升社交自信的一種潛在方式。與NPC的互動質量和深度可以顯著提升玩家的社交自我效能感,特別是在無法進行實體社交的環境下,這種虛擬互動可以成爲玩家獲得社交支持和降低孤獨感的一種重要方式。雖然本研究提供了對於遊戲中擬社會互動影響的一些初步理解,但更多的研究仍需要進一步確認這些發現並探索其他的可能。
As the pandemic continues, face-to-face social activities in daily life have been significantly restricted, which makes virtual social interactions a crucial means of maintaining social connections. This study investigates the impact of parasocial interactions (PSI) between players and non-player characters (NPCs) in an open-world game on players’ social self-efficacy. The research setting is “Animal Crossing: New Horizons,” a game that provides a unique social platform allowing players to interact with NPCs, thereby simulating real-world social scenarios within a virtual environment. The study utilizes theories of parasocial interaction and self-efficacy; it was hypothesized that the former could explain the nature of interactions between players and NPCs, and the latter could help us understand how individuals’ beliefs in their capabilities drive their behaviors. This research examines four primary variables—NPCs’ social attraction, physical attraction, players’ loneliness, and players’ identification with NPCs—to determine how they influence the intensity of PSIs and, further, how these interactions, through mediating variables, impact social self-efficacy. Results indicate that NPCs’ social attraction and players’ background identification have a significant positive impact on the intensity of PSIs, whereas loneliness negatively affects these interactions to some extent. More importantly, PSIs significantly enhance social self-efficacy, suggesting that virtual social interactions can serve as a potential means to boost social confidence. The quality and depth of interactions with NPCs can significantly improve players’ social self-efficacy, especially in environments where physical socializing is not possible, making these virtual interactions a vital way for players to gain social support and reduce feelings of loneliness. Although this study provides some initial understanding of the impact of PSIs on games, further research is needed to confirm these findings and explore other possibilities.
參考文獻 吴思慧. (2021). 互动与在场: 数字游戏中的社会交往实践研究——以《集合啦!动物森友会》为例. *新媒体研究, 7*(19), 103-107. https://doi.org/10.16604/j.cnki.issn2096-0360.2021.19.026 何謙. (2021). 通用玩家—角色互動對數位遊戲享樂感與欣賞評價之影響——以社交模擬遊戲《動物森友會》為例 (碩士論文). 國立政治大學. https://hdl.handle.net/11296/3nk2g6 宋嘉伟. (2020). “肝动森”: 休闲玩工的形成——对《集合啦!动物森友会》的数字民族志考察. *新闻记者, (12)*, 3-19. 张厚粲, 徐建平. 现代心理与教育统计学.第3版[M]. 北京师范大学出版社, 2009. 阿刻. (2020, May 19). 集合啦!動物森友會WIKI_BWIKI. https://wiki.biligame.com/dongsen/%E9%98%BF%E5%88%BB 周俊, & 马世澎. (2024). *SPSSAU科研数据分析方法与应用* (第1版). 电子工业出版社. 陶海峰, & 袁梦月. (2020). 游戏玩家的情感诉求研究——以社交类游戏《集合啦!动物森友会》的风靡为例. *新媒体研究, 6*(21), 33-35+73. 曾鴻. (2021). 以遊戲化八角框架與擬社會互動初探動森玩家與NPC互動歷程。未發佈會議論文,Annual Conference of Taiwan Academy for Information Society, 2021年,臺北,台灣. 賴筱茜、陳延昇(2015)。不只是聽廣播:廣播與社群媒介匯流的擬社會互動經驗。廣播與電視,(38),1-33。https://doi.org/10.30385/JRTS.201506_(38).0001 Animal Crossing: New Horizons gameplay - Nintendo Treehouse: Live | E3 2019. (2019, June 12). YouTube. https://www.youtube.com/watch?v=dEh3MPy4GAU&ab_channel=NintendoofAmerica Arndt, S., Turvey, C., & Andreasen, N. C. (1999). Correlating and predicting psychiatric symptom ratings: Spearman's r versus Kendall's tau correlation. Journal of Psychiatric Research, 33(2), 97-104. Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215. https://doi.org/10.1037/0033-295X.84.2.191 Bandura, A. (1997). Self-efficacy: The exercise of control. W H Freeman/Times Books/ Henry Holt & Co. Barassi, M. R. (2005). Microeconometrics: Methods and applications by A. Colin Cameron & Pravin K. Trivedi. Economica, 72(288), 878-879. Baron, R. M., & Kenny, D. A. (1986). The moderator-mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of Personality and Social Psychology, 51(6), 1173-1182. https://doi.org/10.1037/0022-3514.51.6.1173 Blair, L. (2011). The use of video game achievements to enhance player performance, self-efficacy, and motivation [Doctoral dissertation, University of Central Florida]. STARS Repository. https://stars.library.ucf.edu/etd/1843/ Drezner, Z., & Zerom, O. T. D. (2010). A modified Kolmogorov-Smirnov test for normality. MPRA Paper, 39(4), 693-704. Evensen, S. A., & Sognnes, Ø. (2022). What is the relationship between gaming behaviors and social self-efficacy, and does family support impact this relationship? [Master's thesis, Norwegian University of Science and Technology]. NTNU Open. https://hdl.handle.net/11250/2999510 George, D., & Mallery, P. (2003). SPSS for Windows step by step: A simple guide and reference (4th ed.). Allyn & Bacon. Giles, D. C. (2002). Parasocial interaction: A review of the literature and a model for future research. Media Psychology, 4(3), 279–305. https://doi.org/10.1207/S1532785XMEP0403_04 Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857 Hauke, J., & Kossowski, T. (2011). Comparison of values of Pearson's and Spearman's correlation coefficients on the same sets of data. Quaestiones Geographicae, 30(2), 87-93. Horton, D., & Wohl, R. R. (1956). Mass communication and parasocial interaction: Observations on intimacy at a distance. Psychiatry, 19(3), 215-229. https://doi.org/10.1080/00332747.1956.11023049 Hua, S., & Xiao, C. (2023). What shapes a parasocial relationship in RVGs? The effects of avatar images, avatar identification, and romantic jealousy among potential, casual, and core players. Computers in Human Behavior, 139, 107504. https://doi.org/10.1016/j.chb.2022.107504 Hartmann, T., & Goldhoorn, C. (2011). Horton and Wohl revisited: Exploring viewers' experience of parasocial interaction. Journal of Communication, 61(6), 1104–1121. https://doi.org/10.1111/j.1460-2466.2011.01595.x Jang, Y., Kim, W., & Ryu, S. (2010). An exploratory study on avatar-self similarity, mastery experience and self-efficacy in games. In 2010 The 12th International Conference on Advanced Communication Technology (ICACT) (pp. 1681-1684). IEEE. Justin. (2021, May). Animal Crossing: New Horizons passes 32 million copies sold as last year's best selling Switch game. Animal Crossing World. https://animalcrossingworld.com/2021/05/animal-crossing-new-horizons-passes-32-million-copies-sold-as-last-years-best-selling-switch-game/ K.K. Slider. (n.d.). Animalcrossing.Fandom.Com. https://animalcrossing.fandom.com/wiki/K.K._Slider Kline, R. B. (2011). Principles and practice of structural equation modeling (3rd ed.). Guilford Press. Kurtin, K. S., O'Brien, N., Roy, D., & Dam, L. (2018). The development of parasocial relationships on YouTube. The Journal of Social Media in Society, 7(1), 233-252. Lazzeretti, C., & Gatti, M. (2023). Dialogic interaction between player and non-player characters in animal crossing. Language and Dialogue. https://doi.org/10.1075/ld.00136.laz. Lee, J. R., & Watkins, B. (2016). YouTube vloggers' influence on consumer luxury brand perceptions and intentions. Journal of Business Research, 69(12), 5753-5760. https://doi.org/10.1016/j.jbusres.2016.04.171 Lilliefors, H. W. (1967). On the Kolmogorov-Smirnov test for normality with mean and variance unknown. Journal of the American Statistical Association, 62(318), 399-402. Lim, Chae & Kim, Youn-Kyung. (2011). Older Consumers' TV Home Shopping: Loneliness, Parasocial Interaction, and Perceived Convenience. Psychology and Marketing. 28. 763 - 780. 10.1002/mar.20411. Livingstone, D.J., Louchart, S., & Jeffrey, S. (2016). Archaeological Storytelling in Games. McCroskey, J. C., & McCain, T. A. (1974). The measurement of interpersonal attraction. Speech Monographs, 41(3), 261-266. https://doi.org/10.1080/03637757409375845 Min, W., Mott, B. W., Rowe, J. P., Liu, B., & Lester, J. C. (2016). Player goal recognition in open-world digital games with long short-term memory networks. In Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence (pp. 2590-2596). AAAI Press. Nan, D., Park, M., Nam, W., Kim, Y., Che, S., & Kim, J. (2022). Exploring User Experience of &quot;Animal Crossing&quot; via Semantic Network Approach. 2022 16th International Conference on Ubiquitous Information Management and Communication (IMCOM), 1-4. https://doi.org/10.1109/IMCOM53663.2022.9721764. Nintendo. (2020, November 5). Nintendo's latest results reveal huge Animal Crossing sales, as Switch hardware approaches 70m. VGC. https://www.videogameschronicle.com/news/nintendos-latest-results-reveal-huge-animal-crossing-sales-as-switch-hardware-approaches-70m/ Nintendo. (2021). 株主・投資家向け情報 -決算發表・IRイベント. https://www.nintendo.co.jp/ir/pdf/2021/211105.pdf Nintendo. 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Human Communication Research, 12(2), 155-180. https://doi.org/10.1111/j.1468-2958.1985.tb00071.x Rubin, R. B., & McHugh, M. P. (1987). Development of parasocial interaction relationships. Journal of Broadcasting & Electronic Media, 31(3), 279–292. https://doi.org/10.1080/08838158709386664 Smith, H. M., & Betz, N. E. (2000). Development and validation of a scale of perceived social self-efficacy. Journal of Career Assessment, 8(3), 283–301. https://doi.org/10.1177/106907270000800306 Stever, G. S., & Lawson, K. (2013). Twitter as a way for celebrities to communicate with fans: Implications for the study of parasocial interaction. North American Journal of Psychology, 15(2), 339–354. Szymanezyk, O., Dickinson, P., & Duckett, T. (2011). From individual characters to large crowds: Augmenting the believability of open-world games through exploring social emotion in pedestrian groups. In Proceedings of the 2011 International Conference on Cyberworlds (pp. 132-139). IEEE. Terlecki, M. 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描述 碩士
國立政治大學
數位內容碩士學位學程
109462024
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0109462024
資料類型 thesis
dc.contributor.advisor 陳宜秀<br>廖峻鋒zh_TW
dc.contributor.author (Authors) 黃誠zh_TW
dc.contributor.author (Authors) Huang, Chengen_US
dc.creator (作者) 黃誠zh_TW
dc.creator (作者) Huang, Chengen_US
dc.date (日期) 2024en_US
dc.date.accessioned 4-Oct-2024 10:30:27 (UTC+8)-
dc.date.available 4-Oct-2024 10:30:27 (UTC+8)-
dc.date.issued (上傳時間) 4-Oct-2024 10:30:27 (UTC+8)-
dc.identifier (Other Identifiers) G0109462024en_US
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/153893-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 數位內容碩士學位學程zh_TW
dc.description (描述) 109462024zh_TW
dc.description.abstract (摘要) 由於疫情的持續,人們日常生活中的面對面社交活動受到了顯著限制,這使得虛擬社交互動成為維持社交聯絡的一個重要方式。本研究探討在開放世界遊戲中玩家與非玩家角色(NPC)之間的擬社會互動對玩家社交自我效能感的影響。研究場域為《集合啦!動物森友會》,這款遊戲提供了一個獨特的社交平台,讓玩家可以在遊戲中與NPC進行互動,從而在虛擬環境中模擬真實世界的社交場景。研究采用擬社會互動理論和自我效能理論,前者用以理解玩家與NPC之間交互的性質,後者阐述個體對自身能力的信念如何驅動行為。本研究探討了四個主要變量——NPC的社交吸引力、外表吸引力、玩家的孤獨感以及玩家對NPC的認同因素,檢驗他們是否影響擬社會互動的強度,並進一步探討這種影響是否通過擬社會互動的中介影響社交自我效能感。結果顯示,社交吸引力、外表吸引力、孤獨感以及玩家對NPC的認同這四個變量之間,存在著複雜的相互影響關係,NPC的社交吸引力和玩家對NPC的認同對擬社會互動的強度有顯著正面影響,而孤獨感則在一定程度上與社會互動有負面關係。更重要的是,擬社會互動對社交自我效能感有顯著的正向影響,這表明虛擬社交互動可以作為提升社交自信的一種潛在方式。與NPC的互動質量和深度可以顯著提升玩家的社交自我效能感,特別是在無法進行實體社交的環境下,這種虛擬互動可以成爲玩家獲得社交支持和降低孤獨感的一種重要方式。雖然本研究提供了對於遊戲中擬社會互動影響的一些初步理解,但更多的研究仍需要進一步確認這些發現並探索其他的可能。zh_TW
dc.description.abstract (摘要) As the pandemic continues, face-to-face social activities in daily life have been significantly restricted, which makes virtual social interactions a crucial means of maintaining social connections. This study investigates the impact of parasocial interactions (PSI) between players and non-player characters (NPCs) in an open-world game on players’ social self-efficacy. The research setting is “Animal Crossing: New Horizons,” a game that provides a unique social platform allowing players to interact with NPCs, thereby simulating real-world social scenarios within a virtual environment. The study utilizes theories of parasocial interaction and self-efficacy; it was hypothesized that the former could explain the nature of interactions between players and NPCs, and the latter could help us understand how individuals’ beliefs in their capabilities drive their behaviors. This research examines four primary variables—NPCs’ social attraction, physical attraction, players’ loneliness, and players’ identification with NPCs—to determine how they influence the intensity of PSIs and, further, how these interactions, through mediating variables, impact social self-efficacy. Results indicate that NPCs’ social attraction and players’ background identification have a significant positive impact on the intensity of PSIs, whereas loneliness negatively affects these interactions to some extent. More importantly, PSIs significantly enhance social self-efficacy, suggesting that virtual social interactions can serve as a potential means to boost social confidence. The quality and depth of interactions with NPCs can significantly improve players’ social self-efficacy, especially in environments where physical socializing is not possible, making these virtual interactions a vital way for players to gain social support and reduce feelings of loneliness. Although this study provides some initial understanding of the impact of PSIs on games, further research is needed to confirm these findings and explore other possibilities.en_US
dc.description.tableofcontents 第一章 緒論 7 第一節 研究背景與動機 7 第二節 研究目的與問題 10 第三節 本章小結 11 第二章 文獻探討 12 第一節 開放世界遊戲 12 第二節 擬社會互動 20 第三節 自我效能理論 24 第四節 《動物森友會》遊戲 30 第五節 本章小結 38 第三章 研究方法 44 第一節 研究架構 44 第二節 研究對象 46 第三節 問卷發放 56 第四節 資料分析方法 56 第四章 研究結果與探討 59 第一節 因素分析與可能性驗證 59 第二節 内部一致性驗證 64 第三節 對於擬社會互動的影響(H1-H4) 66 第四節 中介效應(H5-H8)分析 71 第五章 結論 79 第一節 社交吸引力對社交自我效能的影響 79 第二節 外表吸引力對社交自我效能的影響 81 第三節 玩家的孤獨感對社交自我效能的影響 82 第四節 玩家對 NPC 的認同感對社交自我效能的影響 84 第五節 路徑分析解讀 85 第六節 研究貢獻 87 第七節 研究局限 88 第八節 對未來研究的建議 90 參考文獻 92zh_TW
dc.format.extent 2098374 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0109462024en_US
dc.subject (關鍵詞) 擬社會互動zh_TW
dc.subject (關鍵詞) 自我效能zh_TW
dc.subject (關鍵詞) 集合啦!動物森友會zh_TW
dc.subject (關鍵詞) 玩家研究zh_TW
dc.subject (關鍵詞) NPCzh_TW
dc.subject (關鍵詞) Parasocial interactionen_US
dc.subject (關鍵詞) Self-Efficacyen_US
dc.subject (關鍵詞) Animal Crossing: New Horizonsen_US
dc.subject (關鍵詞) Player researchen_US
dc.subject (關鍵詞) NPCen_US
dc.title (題名) 在開放世界遊戲中與NPC的擬社會互動對社交自我效能感的影響 —以《集合啦!動物森友會》爲例zh_TW
dc.title (題名) The Effect of Parasocial-Interaction on Social Self-Efficacy in Open-World Games: The Case of Animal Crossing New Horizonsen_US
dc.type (資料類型) thesisen_US
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