學術產出-期刊論文

文章檢視/開啟

書目匯出

Google ScholarTM

政大圖書館

引文資訊

TAIR相關學術產出

題名 Between a troll and a hard place: The demand framework's answer to one of gaming's biggest problems
作者 蔡葵希
Cook, Christine L.
貢獻者 全創碩
關鍵詞 demand imbalance; flow theory; motivations; multiplayer online games; trolling
日期 2019-12
上傳時間 24-九月-2025 09:54:44 (UTC+8)
摘要 The demand framework is commonly used by game scholars to develop new and innovative ways to improve the gaming experience. However, the present article aims to expand this framework and apply it to problematic gaming, also known as trolling. Although still a relatively new field, research into trolling has exploded within the past ten years. However, the vast majority of these studies are descriptive in nature. The present article marries theory and trolling research by closely examining interdisciplinary empirical evidence from a single platform—video games—and applying the various forms of demands to propose a testable, dual-route model of trolling behaviour. Within the video game context, I argue the presence of two primary causal mechanisms that can lead to trolling: 1) Demand imbalance between players and the game; and 2) demand imbalance between players. The article discusses how these two types of imbalance can lead to trolling, which kinds of demands can be imbalanced, and how future researchers can use the demand framework to expand our understanding of trolling.
關聯 Media and Communication, Vol.7, No.4, pp.176-185
資料類型 article
DOI https://doi.org/10.17645/mac.v7i4.2347
dc.contributor 全創碩
dc.creator (作者) 蔡葵希
dc.creator (作者) Cook, Christine L.
dc.date (日期) 2019-12
dc.date.accessioned 24-九月-2025 09:54:44 (UTC+8)-
dc.date.available 24-九月-2025 09:54:44 (UTC+8)-
dc.date.issued (上傳時間) 24-九月-2025 09:54:44 (UTC+8)-
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/159662-
dc.description.abstract (摘要) The demand framework is commonly used by game scholars to develop new and innovative ways to improve the gaming experience. However, the present article aims to expand this framework and apply it to problematic gaming, also known as trolling. Although still a relatively new field, research into trolling has exploded within the past ten years. However, the vast majority of these studies are descriptive in nature. The present article marries theory and trolling research by closely examining interdisciplinary empirical evidence from a single platform—video games—and applying the various forms of demands to propose a testable, dual-route model of trolling behaviour. Within the video game context, I argue the presence of two primary causal mechanisms that can lead to trolling: 1) Demand imbalance between players and the game; and 2) demand imbalance between players. The article discusses how these two types of imbalance can lead to trolling, which kinds of demands can be imbalanced, and how future researchers can use the demand framework to expand our understanding of trolling.
dc.format.extent 102 bytes-
dc.format.mimetype text/html-
dc.relation (關聯) Media and Communication, Vol.7, No.4, pp.176-185
dc.subject (關鍵詞) demand imbalance; flow theory; motivations; multiplayer online games; trolling
dc.title (題名) Between a troll and a hard place: The demand framework's answer to one of gaming's biggest problems
dc.type (資料類型) article
dc.identifier.doi (DOI) 10.17645/mac.v7i4.2347
dc.doi.uri (DOI) https://doi.org/10.17645/mac.v7i4.2347