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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。
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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:[Master`s Program in Communication] Theses

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