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Title | 探討在虛擬實境中化身為超級英雄對高度恐懼的影響 Exploring the Effect of Becoming a Superhero in Virtual Reality on Fear of Heights |
Creator | 楊沛霓 Yang, Pei-Ni |
Contributor | 林日璇<br>廖峻鋒 Lin, Jih-Hsuan<br>Liao, Chun-Feng 楊沛霓 Yang, Pei-Ni |
Key Words | 虛擬實境 虛擬實境暴露療法 懼高 普羅透斯效應 虛擬化身體現 自我效能 自我概念 Virtual Reality Virtual Reality Exposure Therapy Fear of Heights Proteus Effect Avatar Embodiment Self-efficacy Self-concept |
Date | 2025 |
Date Issued | 4-Feb-2025 15:28:52 (UTC+8) |
Summary | 本研究使用實驗法,以「超級英雄化身」與「普通人化身」作為受試者組間設計(between-subject design)的單因子實驗。觀察參與者在體現不同的虛擬化身類型時,對自我概念的轉變和自我效能程度上是否有顯著差異,並且探討其對高度的恐懼與迴避程度所造成的影響。本研究以自製開發的刺激物進行實驗,共有63位有效參與者完成體驗並填寫後續的問卷和測驗。研究結果發現虛擬化身類型雖然與自我概念和自我效能之間沒有顯著關係,也無法提供中介效果。然而,在對高度的恐懼與迴避程度變項上,發現體現在超級英雄化身組別的參與者,於能夠預測個人實際對高度恐懼與迴避程度的高度詮釋問卷指標中,分數顯著地低於體現在普通人化身的組別。本研究重複地驗證普羅透斯效應的效果,並且首次嘗試將其延伸應用至虛擬懼高情境中進行探討。 This study employed an experimental method with a single-factor between-subjects design, comparing "superhero avatar embodiment" and "ordinary person avatar embodiment." The research aimed to observe whether significant differences existed in participants' self-concept transformation and self-efficacy levels when embodying different virtual avatars. Additionally, it explored the impact of these factors on fear and avoidance of heights. The experiment was conducted using custom-developed stimuli, with 63 valid participants completing the virtual experience, followed by questionnaires and tests. The results revealed that although avatar type showed no significant relationship with self-concept and self-efficacy and failed to provide a mediating effect, significant differences were observed in fear and avoidance of heights. Specifically, participants embodying a superhero avatar scored significantly lower on the Height Interpretation Questionnaire, a measure predicting actual fear and avoidance of heights, compared to those embodying an ordinary person avatar. This study provides repeated evidence supporting the Proteus Effect and exploratively extends its application to virtual height-fear scenarios. |
參考文獻 | Arroll, B., Henwood, S. M., Sundram, F. I., Kingsford, D. W., Mount, V., Humm, S. P., Wallace, H. B., & Pillai, A. (2017). A brief treatment for fear of heights:A randomized controlled trial of a novel imaginal intervention. The International Journal of Psychiatry in Medicine, 52(1), 21-33. https://doi.org/10.1177/0091217417703285 Baker, K., & Raney, A. A. (2007). Equally Super?: Gender-Role Stereotyping of Superheroes in Children's Animated Programs. Mass Communication and Society, 10(1), 25-41. https://doi.org/10.1080/15205430709337003 Banakou, D., Kishore, S., & Slater, M. (2018). Virtually being Einstein results in an improvement in cognitive task performance and a decrease in age bias. Frontiers in psychology, 9, 368309. Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change. Psychological review, 84(2), 191. Bandura, A. (1988). Self-efficacy conception of anxiety. Anxiety Research, 1(2), 77-98. https://doi.org/10.1080/10615808808248222 Bem, D. J. 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Embodiment in Virtual Reality Intensifies Emotional Responses to Virtual Stimuli. Front Psychol, 12, 674179. https://doi.org/10.3389/fpsyg.2021.674179 Garcia-Palacios, A., Botella, C., Hoffman, H., & Fabregat, S. (2007). Comparing Acceptance and Refusal Rates of Virtual Reality Exposure vs. In Vivo Exposure by Patients with Specific Phobias. Cyberpsychology & behavior, 10(5), 722-724. https://doi.org/10.1089/cpb.2007.9962 Garcia-Palacios, A., Hoffman, H. G., Kwong See, S., Tsai, A., & Botella, C. (2001). Redefining Therapeutic Success with Virtual Reality Exposure Therapy. Cyberpsychology & behavior, 4(3), 341-348. https://doi.org/10.1089/109493101300210231 Greenwald, A. G., McGhee, D. E., & Schwartz, J. L. (1998). Measuring individual differences in implicit cognition: the implicit association test. Journal of personality and social psychology, 74(6), 1464. Grill, E., Schäffler, F., Huppert, D., Müller, M., Kapfhammer, H. P., & Brandt, T. (2014). 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(2019). Empowering Stories: Transportation into Narratives with Strong Protagonists Increases Self-Related Control Beliefs. Discourse Processes, 56(8), 575-598. https://doi.org/10.1080/0163853X.2018.1526032 Jerome, C. J., & Witmer, B. (2002). Immersive Tendency, Feeling of Presence, and Simulator Sickness: Formulation of a Causal Model. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 46(26), 2197-2201. https://doi.org/10.1177/154193120204602620 Kapfhammer, H.-P., Huppert, D., Grill, E., Fitz, W., & Brandt, T. (2015). Visual height intolerance and acrophobia: clinical characteristics and comorbidity patterns. European Archives of Psychiatry and Clinical Neuroscience, 265(5), 375-385. https://doi.org/10.1007/s00406-014-0548-y Klimmt, C., Hefner, D., & Vorderer, P. (2009). The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players’ Self-Perception. 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Drugs and psychological treatments for agoraphobia/panic and obsessive–compulsive disorders: A review. The British Journal of Psychiatry, 153(5), 650-658. Martin Coesel, A., Biancardi, B., & Buisine, S. (2024). A theoretical review of the Proteus effect: understanding the underlying processes [Review]. Frontiers in psychology, 15. https://doi.org/10.3389/fpsyg.2024.1379599 Menzies, R. G., & Clarke, J. C. (1995). Danger expectancies and insight in acrophobia. Behaviour Research and Therapy, 33(2), 215-221. https://doi.org/https://doi.org/10.1016/0005-7967(94)P4443-X Nowak, K. L., & Fox, J. (2018). Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations. Review of Communication Research, 6, 30-53. Organization, W. H. (1993). The ICD-10 classification of mental and behavioural disorders: diagnostic criteria for research (Vol. 2). World Health Organization. Öst, L.-G. (1989). One-session treatment for specific phobias. Behaviour Research and Therapy, 27(1), 1-7. Peña, J., Hancock, J. T., & Merola, N. A. (2009). The priming effects of avatars in virtual settings. Communication research, 36(6), 838-856. Pittig, A., Kotter, R., & Hoyer, J. (2019). The Struggle of Behavioral Therapists With Exposure: Self-Reported Practicability, Negative Beliefs, and Therapist Distress About Exposure-Based Interventions. Behavior Therapy, 50(2), 353-366. https://doi.org/https://doi.org/10.1016/j.beth.2018.07.003 Ratan, R., Beyea, D., Li, B. J., & Graciano, L. (2020). Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect. Media Psychology, 23(5), 651-675. https://doi.org/10.1080/15213269.2019.1623698 Ratan, R. A., & Dawson, M. (2016). When Mii is me: A psychophysiological examination of avatar self-relevance. Communication research, 43(8), 1065-1093. Reinhard, R., Shah, K. G., Faust-Christmann, C. A., & Lachmann, T. (2020). 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Description | 碩士 國立政治大學 數位內容碩士學位學程 111462008 |
資料來源 | http://thesis.lib.nccu.edu.tw/record/#G0111462008 |
Type | thesis |
dc.contributor.advisor | 林日璇<br>廖峻鋒 | zh_TW |
dc.contributor.advisor | Lin, Jih-Hsuan<br>Liao, Chun-Feng | en_US |
dc.contributor.author (Authors) | 楊沛霓 | zh_TW |
dc.contributor.author (Authors) | Yang, Pei-Ni | en_US |
dc.creator (作者) | 楊沛霓 | zh_TW |
dc.creator (作者) | Yang, Pei-Ni | en_US |
dc.date (日期) | 2025 | en_US |
dc.date.accessioned | 4-Feb-2025 15:28:52 (UTC+8) | - |
dc.date.available | 4-Feb-2025 15:28:52 (UTC+8) | - |
dc.date.issued (上傳時間) | 4-Feb-2025 15:28:52 (UTC+8) | - |
dc.identifier (Other Identifiers) | G0111462008 | en_US |
dc.identifier.uri (URI) | https://nccur.lib.nccu.edu.tw/handle/140.119/155418 | - |
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) | 111462008 | zh_TW |
dc.description.abstract (摘要) | 本研究使用實驗法,以「超級英雄化身」與「普通人化身」作為受試者組間設計(between-subject design)的單因子實驗。觀察參與者在體現不同的虛擬化身類型時,對自我概念的轉變和自我效能程度上是否有顯著差異,並且探討其對高度的恐懼與迴避程度所造成的影響。本研究以自製開發的刺激物進行實驗,共有63位有效參與者完成體驗並填寫後續的問卷和測驗。研究結果發現虛擬化身類型雖然與自我概念和自我效能之間沒有顯著關係,也無法提供中介效果。然而,在對高度的恐懼與迴避程度變項上,發現體現在超級英雄化身組別的參與者,於能夠預測個人實際對高度恐懼與迴避程度的高度詮釋問卷指標中,分數顯著地低於體現在普通人化身的組別。本研究重複地驗證普羅透斯效應的效果,並且首次嘗試將其延伸應用至虛擬懼高情境中進行探討。 | zh_TW |
dc.description.abstract (摘要) | This study employed an experimental method with a single-factor between-subjects design, comparing "superhero avatar embodiment" and "ordinary person avatar embodiment." The research aimed to observe whether significant differences existed in participants' self-concept transformation and self-efficacy levels when embodying different virtual avatars. Additionally, it explored the impact of these factors on fear and avoidance of heights. The experiment was conducted using custom-developed stimuli, with 63 valid participants completing the virtual experience, followed by questionnaires and tests. The results revealed that although avatar type showed no significant relationship with self-concept and self-efficacy and failed to provide a mediating effect, significant differences were observed in fear and avoidance of heights. Specifically, participants embodying a superhero avatar scored significantly lower on the Height Interpretation Questionnaire, a measure predicting actual fear and avoidance of heights, compared to those embodying an ordinary person avatar. This study provides repeated evidence supporting the Proteus Effect and exploratively extends its application to virtual height-fear scenarios. | en_US |
dc.description.tableofcontents | 目錄 i 圖目錄 ii 表目錄 iii 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與問題 4 第二章 文獻探討 5 第一節 懼高與實境暴露療法 5 第二節 虛擬實境暴露療法 8 第三節 虛擬化身體現與普羅透斯效應 10 第四節 自我效能 15 第三章 研究方法 18 第一節 研究架構與假設 18 第二節 實驗設計 20 第三節 研究變項測量 25 第四節 實驗前測 32 第四章 研究結果 37 第一節 樣本與描述性統計 37 第二節 量表信度檢測 38 第三節 研究假設檢驗 39 第五章 討論 58 第一節 研究發現與討論 58 第二節 學術與實務貢獻 65 第三節 研究限制與未來研究建議 66 參考文獻 69 附錄 76 附錄一:正式實驗報名問卷 76 附錄二:正式實驗問卷 80 | zh_TW |
dc.format.extent | 5683269 bytes | - |
dc.format.mimetype | application/pdf | - |
dc.source.uri (資料來源) | http://thesis.lib.nccu.edu.tw/record/#G0111462008 | en_US |
dc.subject (關鍵詞) | 虛擬實境 | zh_TW |
dc.subject (關鍵詞) | 虛擬實境暴露療法 | zh_TW |
dc.subject (關鍵詞) | 懼高 | zh_TW |
dc.subject (關鍵詞) | 普羅透斯效應 | zh_TW |
dc.subject (關鍵詞) | 虛擬化身體現 | zh_TW |
dc.subject (關鍵詞) | 自我效能 | zh_TW |
dc.subject (關鍵詞) | 自我概念 | zh_TW |
dc.subject (關鍵詞) | Virtual Reality | en_US |
dc.subject (關鍵詞) | Virtual Reality Exposure Therapy | en_US |
dc.subject (關鍵詞) | Fear of Heights | en_US |
dc.subject (關鍵詞) | Proteus Effect | en_US |
dc.subject (關鍵詞) | Avatar Embodiment | en_US |
dc.subject (關鍵詞) | Self-efficacy | en_US |
dc.subject (關鍵詞) | Self-concept | en_US |
dc.title (題名) | 探討在虛擬實境中化身為超級英雄對高度恐懼的影響 | zh_TW |
dc.title (題名) | Exploring the Effect of Becoming a Superhero in Virtual Reality on Fear of Heights | en_US |
dc.type (資料類型) | thesis | en_US |
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