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題名 臺灣電競職業玩家動力與動機
Motivational factors of professional gaming in Taiwan
作者 盧以匡
Lu, Ikuang Mike
貢獻者 關尚仁
盧以匡
Lu, Ikuang Mike
關鍵詞 職業玩家
德爾菲法
Professional player
Delphi Process
日期 2015
上傳時間 3-Feb-2016 11:22:32 (UTC+8)
摘要 The study examines the relationship between professional players and their motivations in profession gaming. With the theoretical framework of Bartle`s Quotient and the ERG theory, the study indicates and clarifies the motivations of professional gamers through Delphi Process. Tournament prizes, money, approval by others, competition, sense of accomplishments, and self-actualization are the critical motivations that grant these professionals the encouragement to excel. Such essential information could be very useful for game developers to create a competitive game with a friendly environment for professional gamers.
參考文獻 Adams, E. (2000). The Designer`s Notebook: Casual versus Core.
Allison, L., ed.( 2004) The Global Politics of Sport. The Role of Global Institutions in Sport. London: Routledge
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Press.
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press.
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, D. (2012). Measuring Performance in the National Basketball Association. in Handbook of Sports Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44-117. New York: Oxford University Press.
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Chen. ( 2009). A Survey Study on the Six Graders’ Computer Games Addiction. 教育 研究與發展期刊 .
Cheung, Gifford. (2011). Starcraft from the Stands: Understanding the Game Spectator. University of Washington
Choi, D. (2004). Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents. CYBERPSYCHOLOGY & BEHAVIOR, 7.
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Duda, J. L. (2005). Motivation in sport: The relevance of competence and achievement goals. In A. J. Elliot & C. S. Dweck (Eds.), Handbook of competence and motivation (pp. 318-335). New York: Guilford.
Dunn, J. G. H., Gotwals, J. K., & Causgrove Dunn, J. (2005). An examination of the domain specificity of perfectionism among intercollegiate student-athletes. Personality and Individual Differences, 38, 1439-1448.
Flett, G. L., & Hewitt, P. L. (2002). Perfectionism and maladjustment: An overview of theoretical, definitional, and treatment issues. In P. L. Hewitt & G. L. Flett (Eds.), Perfectionism (pp. 5-31). Washington, DC: American Psychological Association.
Finals, S. (2012). 2011: The Year of Esports. Retrieved March 15, 2015, from International Business Times: http://www.ibtimes.com/articles/274997/20120101/2011-year-esports-starcraf t-2.htm
Freitas, S. (2006). Learning in immersive worlds.
Frost, R. O., Marten, P. A., Lahart, C., & Rosenblate, R. (1990). The dimensions of perfectionism. Cognitive Therapy and Research, 14, 449-468.
Galarneau, L. (2005). Spontaneous communities of learning: Learning ecosystems in massively multiplayer online gaming environments.
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描述 碩士
國立政治大學
國際傳播英語碩士學位學程(IMICS)
102461007
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0102461007
資料類型 thesis
dc.contributor.advisor 關尚仁zh_TW
dc.contributor.author (Authors) 盧以匡zh_TW
dc.contributor.author (Authors) Lu, Ikuang Mikeen_US
dc.creator (作者) 盧以匡zh_TW
dc.creator (作者) Lu, Ikuang Mikeen_US
dc.date (日期) 2015en_US
dc.date.accessioned 3-Feb-2016 11:22:32 (UTC+8)-
dc.date.available 3-Feb-2016 11:22:32 (UTC+8)-
dc.date.issued (上傳時間) 3-Feb-2016 11:22:32 (UTC+8)-
dc.identifier (Other Identifiers) G0102461007en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/81136-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 國際傳播英語碩士學位學程(IMICS)zh_TW
dc.description (描述) 102461007zh_TW
dc.description.abstract (摘要) The study examines the relationship between professional players and their motivations in profession gaming. With the theoretical framework of Bartle`s Quotient and the ERG theory, the study indicates and clarifies the motivations of professional gamers through Delphi Process. Tournament prizes, money, approval by others, competition, sense of accomplishments, and self-actualization are the critical motivations that grant these professionals the encouragement to excel. Such essential information could be very useful for game developers to create a competitive game with a friendly environment for professional gamers.en_US
dc.description.tableofcontents TABLE OF CONTENTS

CHAPTER
Acknowledgement i
Abstract ii
Table of Content iii
List of Tables and Figures vi
CHAPTERS
CHAPTER 1 – Introduction 1
Overview 1
eSports 5
Research Purpose and Goal 7
CHAPTER 2 – Literature Review Part 1 8
Bartle Test of Gamer Psychology 8
Validation of Bartle`s Test 11
Other Classification of Players 13
Professional Players 16
Operation Definition of Professional Players 19
CHAPTER 2 – Literature Review Part 2- Motivation of Gaming 20
Learning to Play Is a Shared Experience 20
Gaming and Learning 22
Teamwork in Gaming 23
Communication Skills 24
Leadership 25
Personal Interaction 26
Social Interaction 27
Self Determine Theory 28
Flow Theory 30
Nationalism 32
Ego 33
Perfectionism 36
Research Question 39
CHAPTER 3 – Method 39
Delphi Process 39
ERG Theory 41
CHAPTER 4 – Result 43
Round 1 43
Round 2 48
Round 3 50
CHAPTER 5 – Discussion and Summary 51
Bartle`s Quotient 51
ERG Theory 55
Summary 64
Limitation 65
Future Study 66
Reference 70
Appendices
Appendix A – First Round Survey 75
Appendix B –Second Round Survey 80
zh_TW
dc.format.extent 1144001 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0102461007en_US
dc.subject (關鍵詞) 職業玩家zh_TW
dc.subject (關鍵詞) 德爾菲法zh_TW
dc.subject (關鍵詞) Professional playeren_US
dc.subject (關鍵詞) Delphi Processen_US
dc.title (題名) 臺灣電競職業玩家動力與動機zh_TW
dc.title (題名) Motivational factors of professional gaming in Taiwanen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) Adams, E. (2000). The Designer`s Notebook: Casual versus Core.
Allison, L., ed.( 2004) The Global Politics of Sport. The Role of Global Institutions in Sport. London: Routledge
All about Twitch. (n.d.). Retrieved July/13, 2015, from http://www.twitch.tv/p/advertise
Alderfer, C. P. (1972). Existence, Relatedness, and Growth; Human Needs in Organizational Settings. Free Press. New York. AssocationStandardGaming. (2012). Online Gaming: A Strategy for GSA.
Bairner, Alan. (2008). Sport, nationalism and globalization : relevance, impact, consequences. Hitotsubashi journal of arts and sciences, 49(1): 43-53.
Bartle, R. (2009). HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS. MUSE Ltd.
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press.
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press.
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of Sports
Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford University
Press
Berri, D. (2012). Measuring Performance in the National Basketball Association. in Handbook of Sports Economics, edited by Stephen Shmanshe and Leo Kahane, pp. 44-117. New York: Oxford University Press.
Bonk, C. (2005). Massive multiplayer online gaming :Massive multiplayer online gaming: A research framework for military training and education.
Chen. ( 2009). A Survey Study on the Six Graders’ Computer Games Addiction. 教育 研究與發展期刊 .
Cheung, Gifford. (2011). Starcraft from the Stands: Understanding the Game Spectator. University of Washington
Choi, D. (2004). Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents. CYBERPSYCHOLOGY & BEHAVIOR, 7.
Churchill, E. (1999). Virtual environments at work: ongoing use of MUDs in the workplace. Proceedings of the International Joint Conference on Work Activities Coordination and Collaboration, 24(2), 9-108.
CNA. (2012). Taiwan mulls dedicated education track for pro gamers. Retrieved 1/13, 2015, from http://www.wantchinatimes.com/news-subclass-cnt.aspx?id=20121016000027&cid=1
CNA. (2015, 09 22). 玩家太熱情 Blizzard首度來台辦電競賽. Retrieved 10 24, 2015, from CNA: http://www.cna.com.tw/news/ait/201509220449-1.aspx
Cogan, M. (1955). The Problem of Defining a Profession. ANNALS OF THE AMERICAN ACADEMY OF POLITICAL AND SOCIAL SCIENCE, 105-111.
International Business Corporation, (2007)). Virtual worlds, real leaders: Online games put the future of business leadership on display. from http://domino.research.ibm.com/comm/www_innovate.nsf/images/giogaming/$FILE/ib m_gio_gaming_report.pdf
Crowford, C. (1982). Art of computer game design.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row.
Cyphert, R. (1971). The Delphi technique: A case study. Phi Delta Kappan, 52, 272-273.
Ducheneaut, N. (2006). "Alone together?” Exploring thesocial dynamics of massively multiplayer online games. Proceedings from CHI 2006: Games and Performances, 407-416.
Duda, J. L. (2005). Motivation in sport: The relevance of competence and achievement goals. In A. J. Elliot & C. S. Dweck (Eds.), Handbook of competence and motivation (pp. 318-335). New York: Guilford.
Dunn, J. G. H., Gotwals, J. K., & Causgrove Dunn, J. (2005). An examination of the domain specificity of perfectionism among intercollegiate student-athletes. Personality and Individual Differences, 38, 1439-1448.
Flett, G. L., & Hewitt, P. L. (2002). Perfectionism and maladjustment: An overview of theoretical, definitional, and treatment issues. In P. L. Hewitt & G. L. Flett (Eds.), Perfectionism (pp. 5-31). Washington, DC: American Psychological Association.
Finals, S. (2012). 2011: The Year of Esports. Retrieved March 15, 2015, from International Business Times: http://www.ibtimes.com/articles/274997/20120101/2011-year-esports-starcraf t-2.htm
Freitas, S. (2006). Learning in immersive worlds.
Frost, R. O., Marten, P. A., Lahart, C., & Rosenblate, R. (1990). The dimensions of perfectionism. Cognitive Therapy and Research, 14, 449-468.
Galarneau, L. (2005). Spontaneous communities of learning: Learning ecosystems in massively multiplayer online gaming environments.
Gaudiosi, J. (2012, 7 11). Riot Games` League Of Legends Officially Becomes Most Played PC Game In The World. Retrieved 3 4, 2015, from Forbes: http://www.forbes.com/sites/johngaudiosi/2012/07/11/riot-games-league-of-le gends-officially-becomes-most-played-pc-game-in-the-world/#2715e4857a0b4e 0c63cc6ae2
Garena. (2014). 臺灣英雄聯盟玩家. Retrieved 1/13, 2015, from http://lol.garena.tw/learn/dota-and-lol.php
Groen, A. (2013). Why gamers in Asia are the world`s best eSport athletes. Retrieved 1/17, 2015, from http://www.pcworld.com/article/2036844/why-gamers-in-asia-are-the-worlds-best-espor t-athletes.html
Hodgson, P. W. M. L. C. D. (2006). Exploring the role of formal bodies of knowledge in defining a profession- The case of project management. International Journal of Project Management, 24, 710-721. Huang, G. C. J. (2011). Starcraft from the stands: understanding the game spectator. Conference on Human Factors in Computing Systems, 763-772.
Humphreys, S. (2003). Online multiuser games: Playing for real. Australian Journal of Communication, 30(1)(79-91).
Hussain, T. (2007). Eliciting and evaluating teamwork within a multi-player game-based training environment. Computer games and team and individual learning, 77-104.
Hwang, M. (2011). An empirical study of the existence, relatedness, andgrowth (ERG) theory in consumer`s selection of mobile value-added services. African Journal of Business Management, 5(19), 7885-7898.
Iron Forum. (2014). 《英雄聯盟》LOL玩家數量全球最多!每百人中就有一人玩LOL. Retrieved 1/13, 2015, from http://www.ironforum.com.tw/newsdetail/1701/2
Jacobs, J. (1996). Essential assessment criteria for physical education teacher education programs: A Delphi study.
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