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    Title: 以自我決定理論探討實況中遊戲情境、遊戲結果及帶入感對遊戲實況享樂的交互作用
    The Interaction of Game Context, Game Outcome, and Identification on the Enjoyment of Game Live-Streaming
    Authors: 邱奕明
    Chiu, Yi-Ming
    Contributors: 張卿卿
    Chang, Ching-Ching
    邱奕明
    Chiu, Yi-Ming
    Keywords: 遊戲實況
    實況遊戲情境
    實況遊戲結果
    帶入感
    自我決定理論
    勝任感
    連結感
    Date: 2022
    Issue Date: 2022-10-05 09:03:47 (UTC+8)
    Abstract:   隨 2019 年新型冠狀病毒肺炎(COVID-19)在全球蔓延,民眾對遊戲及遊戲 實況等娛樂活動的需求增加。然而,過去關於遊戲實況的文獻多在探究觀眾們觀 看實況之動機,鮮少有文獻探討實況中遊戲內容對觀眾的影響。本文從自我決定 理論的角度切入,欲考察「觀眾之帶入感」、實況中「遊戲情境」和「遊戲結 果」對觀眾「勝任感」及「連結感」的作用,試圖說明觀眾是如何透過觀看遊戲 實況獲得「享樂感」的。
      本研究採用 2(實況遊戲情境:競爭 vs. 合作)× 2(實況遊戲結果:贏 vs. 輸)之雙因子組間設計,並依據受試者的帶入感分數將受試者分為「高帶入」和 「低帶入」兩組,以檢視三層交互作用之效果。實驗招募 128 位「曾觀看過遊戲 實況」之受試者填寫問卷。研究結果顯示:對低度帶入實況主的觀眾而言,在競 爭情境下,看見輸的結果會比看見贏的結果有更高程度的連結感,且連結感會正 向地影響享樂感。額外分析中則發現:享樂感除了源自於觀眾對實況主的帶入 感,也來自於觀眾在連結感上的需求滿足。需注意的是連結感分數普遍偏低,分析結果應更加保守謹慎對待。
    Reference: 中文部分
    林日璇(2019)。〈因為Jimmy Kimmel想知道:遊戲實況觀看動機預測觀看時間及愉悅感〉,《資訊社會研究》,36:39-73。
    施琬妤(2017)。《看別人玩電動很有趣?以自我決定理論探討遊戲實況平台感知互動、社會臨 場感和觀看愉悅感之關係》。交通大學傳播研究所碩士論文。
    曹家榮(2013)。〈理解技術實作:現象學取徑初探〉,《社會分析》,7:1-43。
    蔡佳蒓(2019)。《合作點好嗎?從自我決定理論探討在《OVERCOOKED》合作模擬遊戲中目標結構與玩家類型對享樂感與未來合作意願的影響》。政治大學傳播學院傳播碩士學位學程碩士論文。
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    Description: 碩士
    國立政治大學
    傳播學院傳播碩士學位學程
    108464015
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0108464015
    Data Type: thesis
    DOI: 10.6814/NCCU202201662
    Appears in Collections:[傳播學院傳播碩士學位學程] 學位論文

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