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題名 Instagram AR遊戲濾鏡的動保議題效果研究:以紫斑蝶為例
The Effectiveness of Instagram AR Game-based Filters for Animal Protection Issues: AR Game-based Filters Designed for Conservation Issue Of the Purple Crow Butterfly as an Example
作者 江昀蒨
Chiang, Yun-Chien
貢獻者 林日璇
Lin, Jih-Hsuan
江昀蒨
Chiang, Yun-Chien
關鍵詞 擴增實境
Instagram濾鏡
環境教育
紫斑蝶
遊戲設計
Augmented Reality
Instagram Filters
Environmental Education
Purple Crow Butterfly
Game Design
日期 2025
上傳時間 2-Jun-2025 14:39:16 (UTC+8)
摘要 近年來,社群媒體平台上的擴增實境(AR)濾鏡已成為吸引用戶參與與推廣社會議題的有趣工具。本研究以Instagram限時動態中的AR遊戲濾鏡為出發點,探討其作為環境動物教育媒介的可能性,聚焦於台灣特有的保育物種──紫斑蝶。透過結合互動式敘事與遊戲化設計,該濾鏡旨在提升大眾對生態議題的關注,並促進行為改變。研究透過質性訪談蒐集使用者的情感與認知反應,分析其互動體驗所帶來的影響。結果顯示,AR遊戲濾鏡有助於培養同理心,並強化使用者對環境動物保育議題的連結。
In recent years, augmented reality (AR) filters on social media platforms have emerged as powerful tools for users and promoting social causes. This study explores the use of Instagram Story AR game filters as an innovative medium for environmental and animal protection education, focusing on the endangered Purple Crow Butterfly in Taiwan. By adding interactive and playful game mechanics, the Instagram filter aims to raise public awareness of environmental and animal protection issues and encourage behavioral change. This study investigated the emotional and cognitive responses arising from the filter experience through qualitative interviews with users. The results showed that the AR game filters were effective in promoting empathy and strengthening users' connection to issues of wildlife conservation.
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F, Sharing-mu (2017) personal branding-mu, Jakarta: VisiMedia Pustaka. Read, A. (2016). Instagram Stories: The Complete Guide to Using Stories.Retrieved from https://blog.bufferapp.com/instagram-stories Facebook Help Center https://www.facebook.com/help/instagram/813938898787367 徐華國 [Hsu, H.-K.] (2018). 以 Instagram 限時動態探討社會本對幸福感的影響 [Exploring the Impact of Social Capital on Well-being through Instagram Stories] [Master's thesis, 國立政治大學 [National Chengchi University]]. https://hdl.handle.net/11296/26487a Dwivedi, Y. K., Ismagilova, E., Hughes, D. L., Carlson, J., Filieri, R., Jacobson, J., Jain, V., Karjaluoto, H., Kefi, H., Krishen, A. S., Kumar, V., Rahman, M. M., Ramank, R., Rauschnabel, P.A., Rowley, J., Salo, J., Tran, G. A., & Wang, Y. (2021). Setting the future of digital and social media marketing research: Perspectives and research propositions. International Journal of Information Management, 59, 1-37. 愛立信 [Ericsson] (2022) 2030 年十大消費者趨勢 [Top 10 Consumer Trends for 2030]. Retrieved from https://www.ericsson.com/48f47a/assets/local/about-ericsson/company-facts/wordwide/taiwan/doc/consumer-lab/.pdf Shopline (2018).Instagram 限時動態全攻略一次大公開!如何用 IG 玩出創意新商機? [The Complete Guide to Instagram Stories! How to Use IG to Create New Business Opportunities?].Retrieved from https://blog.shopline.tw/ig-story-2018/ Pereira, P., Duarte, E., Rebelo, F., & Noriega, P. (2014). A review of gamification for health-related contexts. In International Conference of Design, User Experience, and Usability (pp. 742-753). Springer. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--A literature review of empirical studies on gamification. (pp. 3026-3027) Proceedings of the 47th Hawaii International Conference on System Sciences. Zhao, J. (2021). How Augmented Reality redefines interaction design in mobile games (Master's thesis, ZJU) Hong, S., Jahng, M. R., Lee, N., & Wise, K. R. (2020). Do you filter who you are?: Excessive self-presentation, social cues, and user evaluations of Instagram selfies. Computers in Human Behavior, 104, 106159. Akçayır, M., & Akçayır, G. (2017). The impact of augmented reality on students' learning: A meta-analysis. Educational Research Review, 20, 1-18. https://doi.org/10.1016/j.edurev.2016.11.002 Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM education: A comprehensive review. Computers & Education, 123, 109-123. https://doi.org/10.1016/j.compedu.2018.05.004 S. Yang, J.R. Carlson, and S. Chen, (2020) "How Augmented Reality Affects Advertising Effectiveness: The Mediating Role of Curiosity and Attention to Advertising," Journal of Retailing and Consumer Services, 1 roll. 54,. Sukmawati, I., et al. (2021). Instagram Story AR game filters: Influencing users' awareness and attitudes in the learning process. 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M., Dennehy, D., Metri, B., Buhalis, D., Cheung, C. M., Conboy, K., Doyle, R., Dubey, R., Dutot, V., Felix, R., Goyal, D. P., Gustafsson, A., Hinsch, C., Jebabli, I., ... Williams, M. D. (2021). "Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy." International Journal of Information Management, 66, 102542. Javornik, A. (2016). "Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behavior." Journal of Retailing and Consumer Services, 30, 252-261. Flavián, C., Ibáñez-Sánchez, S., & Orús, C. (2019). "The impact of virtual, augmented and mixed reality technologies on the customer experience." Journal of Business Research, 100, 547-560. Heller, J., Chylinski, M., de Ruyter, K., Mahr, D., & Keeling, D. I. (2021). "Let me imagine that for you: Transforming the retail frontline through augmenting customer mental imagery ability." 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描述 碩士
國立政治大學
全球傳播與創新科技碩士學位學程
111ZM1033
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0111ZM1033
資料類型 thesis
dc.contributor.advisor 林日璇zh_TW
dc.contributor.advisor Lin, Jih-Hsuanen_US
dc.contributor.author (Authors) 江昀蒨zh_TW
dc.contributor.author (Authors) Chiang, Yun-Chienen_US
dc.creator (作者) 江昀蒨zh_TW
dc.creator (作者) Chiang, Yun-Chienen_US
dc.date (日期) 2025en_US
dc.date.accessioned 2-Jun-2025 14:39:16 (UTC+8)-
dc.date.available 2-Jun-2025 14:39:16 (UTC+8)-
dc.date.issued (上傳時間) 2-Jun-2025 14:39:16 (UTC+8)-
dc.identifier (Other Identifiers) G0111ZM1033en_US
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/157216-
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) 111ZM1033zh_TW
dc.description.abstract (摘要) 近年來,社群媒體平台上的擴增實境(AR)濾鏡已成為吸引用戶參與與推廣社會議題的有趣工具。本研究以Instagram限時動態中的AR遊戲濾鏡為出發點,探討其作為環境動物教育媒介的可能性,聚焦於台灣特有的保育物種──紫斑蝶。透過結合互動式敘事與遊戲化設計,該濾鏡旨在提升大眾對生態議題的關注,並促進行為改變。研究透過質性訪談蒐集使用者的情感與認知反應,分析其互動體驗所帶來的影響。結果顯示,AR遊戲濾鏡有助於培養同理心,並強化使用者對環境動物保育議題的連結。zh_TW
dc.description.abstract (摘要) In recent years, augmented reality (AR) filters on social media platforms have emerged as powerful tools for users and promoting social causes. This study explores the use of Instagram Story AR game filters as an innovative medium for environmental and animal protection education, focusing on the endangered Purple Crow Butterfly in Taiwan. By adding interactive and playful game mechanics, the Instagram filter aims to raise public awareness of environmental and animal protection issues and encourage behavioral change. This study investigated the emotional and cognitive responses arising from the filter experience through qualitative interviews with users. The results showed that the AR game filters were effective in promoting empathy and strengthening users' connection to issues of wildlife conservation.en_US
dc.description.tableofcontents TABLE OF CONTENTS ACKNOWLEDGMENT 2 ABSTRACT 4 INTRODUCTION 9 1.1 Research Motivation 9 1.2 Research Objectives 11 LITERATURE REVIEW 11 1.Taiwan Purple Crow Butterfly 11 1.1 Taiwan Purple Crow Butterfly Species and Current Status 11 1.2 Migration of Purple Crow Butterflies in Taiwan 13 1.3 Ecological Threats to the Purple Crow Butterfly 14 1.4 National Highway Butterfly Trail Project 14 1.5 Conclusion: Purple Crow Butterfly Needs Everyone's Attention 16 2. Instagram Story AR Filter Features 18 2.1 Instagram Story 18 2.2 Instagram Story AR Filter 19 2.3 Gamification in AR 20 2.4 AR Filters & Social Interaction: The Popular One-Two Punch 22 2.5. The Potential of AR Filters in Educational and Public 23 3. Exploring Instagram's Role in Nature Conservation Education 24 4. Features of AR and the persuasion of AR 26 4.1 Features of AR 26 4.2 Persuasion of AR 26 RESEARCH OBJECTIVES AND METHODOLOGY 34 1. Research Structure and Methodology 34 1.1 AR Game Filter Design and Development 35 1.2 User Experience and Data Collection 35 1.3 Data Analysis and Interpretation 36 2. Theoretical Framework 38 2.1 Persuasive Communication 38 2.2 Elaboration Likelihood Model (ELM) 39 2.3 Role-Taking and Immersive Experience 40 2.4 The Persuasive Power of AR Technology 40 2.4 Conclusion 41 3. Game Design 42 4. Data Collection 44 4.1 Participant Recruitment 45 4.2 Data Collection Methods 47 5. Expected Outcomes 51 5.1 Long-term Impact of AR Filters in Education and Advocacy 51 RESULTS AND ANALYSIS 52 1. Introduction 52 2. Experience and Interaction 55 3. Emotional Impact and Empathy 63 4. Educational Effectiveness and Conservation Awareness 67 5. Depth of AR Experience and Technical Discussion 72 DISCUSSION AND CONCLUSION 83 1. Discussion 83 1.1 From Role-Taking to Self-Endorsement 83 1.2 Persuasion through Entertainment-Based Interactive Media 84 1.3 Integrated Implications and Applied Potential 85 2. Conclusion 86 REFERENCE 87 APPENDIX A– INTERVIEW CONSENT FORM 100 APPENDIX B– INTERVIEW QUESTION 102zh_TW
dc.format.extent 1768571 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0111ZM1033en_US
dc.subject (關鍵詞) 擴增實境zh_TW
dc.subject (關鍵詞) Instagram濾鏡zh_TW
dc.subject (關鍵詞) 環境教育zh_TW
dc.subject (關鍵詞) 紫斑蝶zh_TW
dc.subject (關鍵詞) 遊戲設計zh_TW
dc.subject (關鍵詞) Augmented Realityen_US
dc.subject (關鍵詞) Instagram Filtersen_US
dc.subject (關鍵詞) Environmental Educationen_US
dc.subject (關鍵詞) Purple Crow Butterflyen_US
dc.subject (關鍵詞) Game Designen_US
dc.title (題名) Instagram AR遊戲濾鏡的動保議題效果研究:以紫斑蝶為例zh_TW
dc.title (題名) The Effectiveness of Instagram AR Game-based Filters for Animal Protection Issues: AR Game-based Filters Designed for Conservation Issue Of the Purple Crow Butterfly as an Exampleen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) REFERENCE Taiwan Panorama. (2021). Saving Taiwan’s Crow Butterflies. 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