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題名 虛實交會:探索線上社交關係對心理狀態的影響
PAR-adox Explored: Probing Online Social Relationships’ Boundaries作者 羅邦宸
Lo, Bang-Chen (Benson Lo)貢獻者 蔡葵希
Cook, Christine
羅邦宸
Lo, Bang-Chen (Benson Lo)關鍵詞 社交焦慮
擬社會關係
玩家-虛擬化身關係
遊戲
心理健康
數位社交互動
華語社群
Social anxiety
Parasocial relationship
Player-avatar relationships (PAR)
Gaming
Mental health
Digital social interactions
Mandarin-speaking communities日期 2025 上傳時間 2-May-2025 14:55:47 (UTC+8) 摘要 本研究旨在探討不同類型的線上社交關係如何影響華人社群的心理狀態。在 COVID-19 疫情所帶來的社交限制與心理壓力下,許多研究與統計數據指出,越來越多人常透過電玩遊戲與社群媒體作為抒發情緒與壓力的管道,使得理解其影響的重要性日益提升。然而,目前多數相關研究僅招募西方受試者,因此針對這些線上社交型態對華人群體的影響,尚未被深入探討。本研究的實驗設計將參與者分為三組:線上互動組(與指定夥伴進行線上交流)、擬社會互動組(觀看並參與直播主的直播互動),以及玩家-虛擬化身互動組(操作角色進行指定遊戲)。透過前測與後測問卷,本研究比較三種社交型態在緩解社交焦慮上的效果,並進一步探討在數位互動已成常態的當代社會中,這些社交互動型態對心理健康的潛在影響。研究結果加深了我們對線上社交關係與心理健康之間關聯的理解,亦指出其在心理諮商與替代性療法中的應用潛力,並對未來遊戲設計與開發方向提供了參考建議。
This study aims to explore the dynamics of different relationships and their impact on mental health, particularly within Mandarin-speaking communities. Due to the social isolation and mental stress issues brought by COVID-19, there is a growing need to understand how individuals in these communities utilize video games and social media as coping mechanisms. While most existing research focuses on Western contexts, this study seeks to address this gap by examining Mandarin-speaking communities. The research was conducted through an experiment involving three participant groups: those engaged in real-life interactions, parasocial interactions with an influencer, and player-avatar interactions with a game character. Through pre- and post-test surveys, the study evaluated the effects of player-avatar relationships (PAR) and parasocial relationships on alleviating social anxiety, compared to traditional social relationships, contributing to our understanding of mental health dynamics in emerging digital interactions. It also offers insights for using online social experiences for counselling as an alternative therapy option and for gaming companies in game development.參考文獻 American Psychiatric Association. (2022). Diagnostic and statistical manual of mental disorders (5th ed., text rev.). https://doi.org/10.1176/appi.books.9780890425787 Baek, Y. M., Bae, Y., & Jang, H. (2013). Social and parasocial relationships on social network sites and their differential relationships with users' psychological well-being. Cyberpsychology, Behavior, and Social Networking, 16(7), 512–517. https://doi.org/10.1089/cyber.2012.0510 Banks, J. (2013). 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國立政治大學
全球傳播與創新科技碩士學位學程
112ZM1010資料來源 http://thesis.lib.nccu.edu.tw/record/#G0112ZM1010 資料類型 thesis dc.contributor.advisor 蔡葵希 zh_TW dc.contributor.advisor Cook, Christine en_US dc.contributor.author (Authors) 羅邦宸 zh_TW dc.contributor.author (Authors) Lo, Bang-Chen (Benson Lo) en_US dc.creator (作者) 羅邦宸 zh_TW dc.creator (作者) Lo, Bang-Chen (Benson Lo) en_US dc.date (日期) 2025 en_US dc.date.accessioned 2-May-2025 14:55:47 (UTC+8) - dc.date.available 2-May-2025 14:55:47 (UTC+8) - dc.date.issued (上傳時間) 2-May-2025 14:55:47 (UTC+8) - dc.identifier (Other Identifiers) G0112ZM1010 en_US dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/156806 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 全球傳播與創新科技碩士學位學程 zh_TW dc.description (描述) 112ZM1010 zh_TW dc.description.abstract (摘要) 本研究旨在探討不同類型的線上社交關係如何影響華人社群的心理狀態。在 COVID-19 疫情所帶來的社交限制與心理壓力下,許多研究與統計數據指出,越來越多人常透過電玩遊戲與社群媒體作為抒發情緒與壓力的管道,使得理解其影響的重要性日益提升。然而,目前多數相關研究僅招募西方受試者,因此針對這些線上社交型態對華人群體的影響,尚未被深入探討。本研究的實驗設計將參與者分為三組:線上互動組(與指定夥伴進行線上交流)、擬社會互動組(觀看並參與直播主的直播互動),以及玩家-虛擬化身互動組(操作角色進行指定遊戲)。透過前測與後測問卷,本研究比較三種社交型態在緩解社交焦慮上的效果,並進一步探討在數位互動已成常態的當代社會中,這些社交互動型態對心理健康的潛在影響。研究結果加深了我們對線上社交關係與心理健康之間關聯的理解,亦指出其在心理諮商與替代性療法中的應用潛力,並對未來遊戲設計與開發方向提供了參考建議。 zh_TW dc.description.abstract (摘要) This study aims to explore the dynamics of different relationships and their impact on mental health, particularly within Mandarin-speaking communities. Due to the social isolation and mental stress issues brought by COVID-19, there is a growing need to understand how individuals in these communities utilize video games and social media as coping mechanisms. While most existing research focuses on Western contexts, this study seeks to address this gap by examining Mandarin-speaking communities. The research was conducted through an experiment involving three participant groups: those engaged in real-life interactions, parasocial interactions with an influencer, and player-avatar interactions with a game character. Through pre- and post-test surveys, the study evaluated the effects of player-avatar relationships (PAR) and parasocial relationships on alleviating social anxiety, compared to traditional social relationships, contributing to our understanding of mental health dynamics in emerging digital interactions. It also offers insights for using online social experiences for counselling as an alternative therapy option and for gaming companies in game development. en_US dc.description.tableofcontents 1 Introduction 1 2 Theoretical Background 3 2.1 Social relationships and parasocial relationships in the media context 3 2.2 Player-Avatar Relationships 6 2.2 Social anxiety in the context of relationships 9 3 Methodology 11 3.1 Participants 12 3.2 Participant Demographics and Attrition 12 3.2.1 Online Interaction Group 13 3.2.2 Live Stream Interaction Group 13 3.2.3 Gaming Interaction Group 13 3.3 Procedure 13 3.4 Materials 15 3.4.1 Beyond: Two Souls 15 3.4.2 Pre-test and Post-test Survey Overview 17 3.4.3 Social Interaction Anxiety Scale (SIAS) 18 3.4.4 The UCLA Loneliness Scale (ULS-8) 18 3.4.5 The Warwick-Edinburgh Mental Well-being Scale (WEMWBS) 18 3.4.6 Modified version of the Multidimensional Scale of Perceived Social Support (MSPSS) 19 3.4.7 The Common Player-Avatar Interaction Scale (cPAX) 19 3.4.8 24-item Multiple-PSR Scale 19 3.4.9 Rosenberg Self-esteem Scale (RSE) 20 4 Results 20 4.1 Scale Reliability 20 4.1 Main Effects and Interactions 21 4.2 Regression Analysis 22 5 Discussion 23 5.1 Theoretical and Practical Implications 25 5.2 Limitations and Future Directions 27 5.3 Conclusion 28 References 30 Appendices 42 zh_TW dc.format.extent 920157 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0112ZM1010 en_US dc.subject (關鍵詞) 社交焦慮 zh_TW dc.subject (關鍵詞) 擬社會關係 zh_TW dc.subject (關鍵詞) 玩家-虛擬化身關係 zh_TW dc.subject (關鍵詞) 遊戲 zh_TW dc.subject (關鍵詞) 心理健康 zh_TW dc.subject (關鍵詞) 數位社交互動 zh_TW dc.subject (關鍵詞) 華語社群 zh_TW dc.subject (關鍵詞) Social anxiety en_US dc.subject (關鍵詞) Parasocial relationship en_US dc.subject (關鍵詞) Player-avatar relationships (PAR) en_US dc.subject (關鍵詞) Gaming en_US dc.subject (關鍵詞) Mental health en_US dc.subject (關鍵詞) Digital social interactions en_US dc.subject (關鍵詞) Mandarin-speaking communities en_US dc.title (題名) 虛實交會:探索線上社交關係對心理狀態的影響 zh_TW dc.title (題名) PAR-adox Explored: Probing Online Social Relationships’ Boundaries en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) American Psychiatric Association. 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