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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 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 SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPress.Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPress.Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, 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 WashingtonChoi, 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. 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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.htmFreitas, 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 0c63cc6ae2Garena. (2014). 臺灣英雄聯盟玩家. Retrieved 1/13, 2015, from http://lol.garena.tw/learn/dota-and-lol.phpGroen, 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.htmlHodgson, 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/1701/2Jacobs, J. (1996). Essential assessment criteria for physical education teacher education programs: A Delphi study.Jakobsson, M. (2003). 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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 Mike en_US dc.creator (作者) 盧以匡 zh_TW dc.creator (作者) Lu, Ikuang Mike en_US dc.date (日期) 2015 en_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) G0102461007 en_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) 102461007 zh_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 CONTENTSCHAPTER Acknowledgement iAbstract iiTable of Content iii List of Tables and Figures viCHAPTERSCHAPTER 1 – Introduction 1 Overview 1 eSports 5 Research Purpose and Goal 7CHAPTER 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 19CHAPTER 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 39CHAPTER 3 – Method 39 Delphi Process 39 ERG Theory 41CHAPTER 4 – Result 43 Round 1 43 Round 2 48 Round 3 50CHAPTER 5 – Discussion and Summary 51 Bartle`s Quotient 51 ERG Theory 55Summary 64 Limitation 65Future Study 66Reference 70Appendices Appendix A – First Round Survey 75Appendix 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/#G0102461007 en_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 player en_US dc.subject (關鍵詞) Delphi Process en_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 Taiwan en_US dc.type (資料類型) thesis en_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 SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPress.Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPress.Berri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. 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New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, David. 2012. “Measuring Performance in the National Basketball Association.” In Handbook of SportsEconomics, edited by Stephen Shmanshe and Leo Kahane, pp. 44–117. New York: Oxford UniversityPressBerri, 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 WashingtonChoi, 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.aspxCogan, 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.pdfCrowford, 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.htmFreitas, 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 0c63cc6ae2Garena. (2014). 臺灣英雄聯盟玩家. Retrieved 1/13, 2015, from http://lol.garena.tw/learn/dota-and-lol.phpGroen, 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.htmlHodgson, 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). 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