Loading...
|
Please use this identifier to cite or link to this item:
https://nccur.lib.nccu.edu.tw/handle/140.119/143724
|
Title: | 手機端泛娛樂直播中人格特質、虛擬禮物和打賞意願之關係 -- 以中國大陸手機端直播為例 Personality, virtual gifts and willingness to reward: a study of entertainment live streaming on mobile phone in mainland China |
Authors: | 劉鎧琳 Liu, Kai-Lin |
Contributors: | 陳宜秀 江玥慧 劉鎧琳 Liu, Kai-Lin |
Keywords: | 人格特質 泛娛樂直播 打賞 虛擬禮物 社會臨場感 Personality Entertainment live streaming Rewarding Virtual gift Social presence |
Date: | 2023 |
Issue Date: | 2023-03-09 18:13:54 (UTC+8) |
Abstract: | 當前中國大陸在線直播行業發展興盛且使用人數眾多。在這一熱門的行業背後,直播平台中的打賞占據了整個行業收入的75%,用戶可以通過不同虛擬禮物的購買來滿足自身的情感、互動和社會身份需求。因此基於以上社會和市場背景,本研究透過人格特質來挖掘用戶的人格特質、虛擬禮物類型和打賞意願之間的關係。 本研究主要採用網路問卷的形式進行資料收集,分成兩個階段進行。第一階段徵求並篩選符合條件的受試,第二階段則會針對第一階段篩選出的受試進行觀看直播和打賞行為的紀錄。問卷中對於受試的基本資料、人格特質、平時觀看直播的方式、類型、行為習慣、打賞習慣、對虛擬禮物的偏好選擇、對直播內容品質的評分、以及社會臨場感等進行搜集。本研究想要通過以上資料收集,來對提出的假設一一驗證。 經過統計分析,本研究對人格特質、打賞意願、打賞行為、打賞動機、社會臨場感、直播內容品質、虛擬禮物類型,這七個變項之間的關係進行研究和探討。研究結果發現用戶的人格特質不會影響打賞意願和虛擬禮物類型,但會影響打賞行為。用戶的人格特質會影響社會臨場感,且高社會臨場感會導致高打賞意願。然而高打賞意願不見得會引起高的打賞行為。禮物金額和打賞動機是用戶打賞的關鍵,打賞動機與虛擬禮物類型有關。另一方面,當下的直播內容品質會影響社會臨場感和打賞意願。 本研究雖然沒有成功發現用戶在人格特質上的差異對觀看直播時打賞行為的影響,但是發現了不同打賞情境會造成用戶選擇虛擬禮物類型的差異。另外,當用戶在「想對自我情感進行表達」的情境下時,更偏向選擇贈與模擬人際行為的虛擬禮物,且女性比男性更願意選擇模擬人際行為的虛擬禮物。雖然本研究觸及了許多有關娛樂性直播觀賞者的相關因素,但是對於此新興而複雜的傳播型態,未來還有許多可以深入了解的方向。希望本研究的研究結果,可以為未來針對泛娛樂直播的研究提供參考。 The online live-streaming industry in mainland China today is booming and has a large number of users. Among interactions afforded by these platforms, "gifting" during live-streaming performance accounts for 75% of the industry`s revenue. Through the purchase of different virtual gifts as rewards to the performers, users can satisfy their emotional, interactive, and social identity needs. This thesis aims to explore the relationship between personality, choices of virtual gifts, willingness to gift, and social presence. This study was conducted in two stages using online surveys to collect data regarding users` viewing experiences. The first stage was designed to solicit and screen eligible subjects. Their demographic information of the subjects, the type of live-streaming, their typical way of gifting, and their data on the Big-Five personality scales were also collected in the questionnaire. Those who were eligible were invited to participate in the second stage, designed to collect the live-viewing experience and gifting behavior after the viewing sessions. There are seven variables: willingness to gift, gifting behavior, motivations of gifting, social presence, content quality of live streaming, and choices of virtual gifts. An assortment of statistical analyses was conducted to reveal the relationship among these variables. The study found that the users` personalities did not affect the willingness to gift and the choices of virtual gifts but affected the gifting behavior. Personality affected social presence, and strong social presence would lead to a willingness to gift but would not lead to actual gifting behaviors. The key to rewarding behavior was the price of gifts and motivations for gifting, which was also related to the choices of virtual gifts. On the other hand, the content quality of live streaming would affect the social presence and willingness to gift. Although the results did not support the original hypotheses of the study, it was found that rewarding contexts caused differences in users` choices of virtual gifts. In addition, when users were motivated to express their emotions, they were more inclined to choose virtual gifts that simulated interpersonal behaviors. Women were more interested in virtual gifts that simulated interpersonal behaviors than men. While this study touched upon many factors relevant to viewers of live-streaming, there are still many directions for further investigations of this emerging and complex form of communication. The study also offers several suggestions for future studies on this subject. |
Reference: | 中文文獻 劉佩林. (2016). 中國移動通訊網絡的發展歷程. 中國新通信, 18(22), 23-23. 劉少傑. (2018). 中國網絡社會的發展歷程與時空擴展. 江蘇社會科學, 6, 19-32. 李建東, 張琰, 盛敏, & 楊春剛. (2019). 信息通信網絡的內涵及發展趨勢. 中國科學: 信息科學, 49(8), 949-962. 徐慶飛, & 沈杰. (2021). 移動通信發展歷程及其在戰術通信中的應用. 宇航總體技術. 肖志輝. (2009). 移動互聯網研究綜述. 電信科學, 25(10), 30-36. 錢靜, & 酆廣增. (2001). 移動通信系統從 1G 到 4G 的演進. 江蘇通信, (6), 36-39. 司釗. (2019). 透過 2G 到 5G 安全策略談移動通信的發展. 信息通信, 6. 武文學, 王文成, & 馮雷. (2021). 4G 通信技術的研究. 中國新通信. 李良榮, & 辛艷艷. (2020). 從 2G 到 5G: 技術驅動下的中國傳媒業變革. 新聞大學, (7), 51-66. 曾靜平. (2019). 中國網絡文化: 從 2G 到 5G. 收藏, 1. 張利岩. (2020). 5G 通信技術的關鍵技術及未來應用探析. 通訊世界. 常開田,車士忠 & 楊彬彬.(2021).以小靈通發展歷程為鑑,析廣電5G發展之路. 廣播電視網絡(01),76-78. 楊喻棋.(2019).淺析智能手機發展歷史及未來趨勢. 科技創新導報(05),1+3. 劉佳. (2017). “直播+ 教育”:“互聯網+” 學習的新形式與價值探究. 遠程教育雜誌, 35(1), 52-59. 薛艷玲. 網絡直播受眾的人格與網絡交往間的關係[D].天津大學,2018. 劉凌漢 & 張克堅.(2006).解讀“電視直播”——電視直播的歷史、定義及常見樣式. 東南傳播(08),4-5. 馬薇薇. (2018). 網絡直播中社交關係的重建. 李赫,臧海遠 & 曹智.(2021).網絡直播發展與變革趨勢. 新聞文化建設(19),174-175. 陳昊.(2019).我國網絡直播平台的運營發展研究(碩士學位論文,江西財經大學). 陰法銳.(2017).關於中國網絡直播熱現象的探究(碩士學位論文,山東大學). 趙佰惠, & 鮑懿喜. (2018). 泛娛樂移動直播中社交分享的交互設計研究. 設計, 11 張春興(2009),現代心理學(重修版)。台灣東華書局股份有限公司,2009.7.20。 余昭 (1989)。人格心理學。台北:三民 陳基越, 徐建平, 黎紅艷, 範業鑫, & 路曉蘭. (2015). 五因素取向人格測驗的發展與比較. 心理科學進展, 23(3), 460-478. 鄭慧玲(譯)(1982).Pervin, Lawrence A.著.人格心理學(Personality).台北:桂冠. 王錦鈴. (2007). 桃園縣國民中學導師人格特質對班級經營策略影響之研究. 臺灣師範大學教育學系在職進修碩士班學位論文, 1-175. 譚天. (2016). 網絡直播: 危機與轉機——在中國, 網絡直播到底能走多遠?. 南方電視學刊, (4), 33-38. 盧紫馨. (2017). 網絡直播平台發展分析——以 YY 直播的發展及受到新興直播平台衝擊為例. 湖北經濟學院學報: 人文社會科學版, 14(2), 53-56. 趙夢媛. (2016). 網絡直播在我國的傳播現狀及其特徵分析. 西部學刊, (16), 29-32. 李音. (2019). “禮物” 的另類解讀——社會網視域下的直播 “送禮” 研究. 北京社會科學, (9), 87-94. 孫信茹 & 甘慶超.(2020).“熟悉的陌生人”:網絡直播中刷禮物與私密關係研究. 新聞記者(05),25-35. 趙佰惠.(2018).泛娛樂移動直播中社交分享的交互設計研究(碩士學位論文,江南大學). 關萍萍.(2017).網絡直播的符號互動與意義生產——基於傳播符號學的研究. 當代電影(10),187-189. 冼靖.(2019).基於PEST模型的中國泛娛樂網絡直播行業宏觀環境分析. 市場周刊(05),38-39. 秦洋洋.(2018).消解與重塑——泛娛樂直播平台中女性主播的形象解讀. 綿陽師範學院學報 2017年泛娛樂直播平台發展盤點報告[EB/OL].[2018-05-31].http://www.iresearch.com/report/. 肖暢,郝永華.擬劇論視角下泛娛樂直播中的表演行為[J].新媒體研究,2018,4(12):5-7. 汪雅倩.(2019).“新型社交方式”:基於主播視角的網絡直播間陌生人虛擬互動研究. 中國青年研究(02),87-93+72. doi:10.19633/j.cnki.11-2579/d.2019.0048. 丁家佳.(2017).從“映客直播”看泛娛樂網絡直播互動(碩士學位論文,安徽大學) 2017年中國泛娛樂直播用戶白皮書[EB/OL].[2018-05-31].http://www.iresearch.com/report/.(12),47-54. 萬瑾琳. (2017). 打賞或購買: 不同付費模式與決策行為研究 (Doctoral dissertation, 華中科技大學). 毛銀秀, & 覃悅晨. (2018). 網絡文學打賞行為的歷史淵源分析. 收藏, 27. 餘富強, & 胡鵬輝. (2018). 符號, 規訓與青年的身體消費——擬真, 身體與情感: 消費社會中的網絡直播探析. 中國青年研究, (7), 4-12. 廖理,王新程,王正位 & 張晉研.(2021).網紅直播打賞收入影響因素的實證研究. 金融研究(08),138-151. 于鐵山.(2020).劇場表演與情感捲入:網絡直播禮物打賞現象研究——基於30餘起典型案例的分析. 中國青年研究(02),92-99. 吳震東.(2017).儀式、禮物與狂歡——“微時代”網絡社群紅包的人類學闡釋. 民族學刊(04),28-34+102-104. 洪宸婕.(2021).秀場直播打賞的心理動機研究. 今傳媒(05),151-153. 徐穎.(2019).陌生人視角下網絡直播中的社交“失落”思辨. 重慶科技學院學報(社會科學版)(04),30-33+40. 穆毅.(2016).孤獨與狂歡:基於網絡直播用戶的心理和行為分析. 新聞研究導刊(22),67-68. 楊皓.(2018).直播:禮物換來快感 符號照進現實. 檢察風雲(22),16-17. 袁愛清, & 孫強. (2016). 回歸與超越: 視覺文化心理下的網絡直播. 新聞界, (16), 54-58. 王婷, & 劉乾陽. (2019). 網絡視頻直播空間中青年女性的自我建構與身份認同. 當代青年研究, 4, 97-103. 蘭志文 & 詹揚龍.(2017).網絡淫穢色情傳播治理——以網絡直播為例. 東南傳播(09),51-53. 劉漢波.(2017).表情包文化:權力轉換下的身體述情和身份建構. 雲南社會科學(01),180-185+188. 李秀敏, & 陰國恩. (2004). 大學生上網行為與人格特質相關性研究. 心理髮展與教育, 20(1), 34-37. 羅天玉, & 丁道群. (2006). 人格特質, 網絡使用動機與網絡成癮傾向的關係. 中國臨床心理學雜誌, 14(4), 365-367. 陳瑞伶. (2012). 以科技接受模型分析影響使用電信業經營之行動 APP 軟體商店意願-以中華電信 Hami APPs 為例 (Doctoral dissertation, 長庚大學). 孟陸,劉鳳軍,段珅,趙怡君.信息源特性視角下網紅直播對受眾虛擬禮物消費意願的影響[J].管理評論,2021,33(05):319-330. 陳月明. (2006). 商品符號與符號消費. 浙江社會科學, 6(22), 6. 李仁豪, & 陳怡君. (2016). IPIP 五大人格量表簡版的發展及其跨年齡層的測量不變性檢定. 教育研究與發展期刊, 12(4), 87-119. 張玉琳, & 李秋滿. (2014). 以媒介豐富與社會臨場感理論探討 LINE 貼圖價值, 流行涉入, 網路外部性對虛擬社群意識與黏著度之影響. Electronic Commerce Studies , 12 (4), 419-449. 龍裕鴻, 蕭蘋, & 陳志賢. (2016). 我播故我在: 網路影音直播主之對話性探討. 黃暐盛. (2020). 影響直播斗內行為因素之研究. 洪富凱(2003),網站及產品認知品質與消費者特性對網路購物意願及決策影響之研究,國立大學企業管理學系碩博士班學術論文. 洪祥庭(2018),直播平台上閱聽人對直播主的捐贈與訂閱動機 -以Twitch平台為例,碩士論文,國立高雄應用科技大學資訊管理研究所碩士班,高雄。 李炳賢(2005),中階主管的人格特質, 領導風格及情緒智力與工作績效 關聯之研究-以汽車零件製造業為例,國立成功大學管理學院高階管理碩士在職專班。 張廣磊、鄧光輝。 (2009 年)。網絡遊戲偏好與 EPQ 性格行為的關係研究。中國臨床心理學雜誌, (2), 225-226. 馬玉珍. (2017). 社會臨場感對網購意願的影響研究 (Master`s thesis, 新疆財經大學). 邱鈺穎. (2021). 直播創造的社會臨場感對消費者購買意願的影響研究 (Master`s thesis, 山東大學). 趙哲翎(2021),消費者人格特質及網路品牌個性對購買意願之影響-以台灣 B2C 電商平台為例,博碩士論文,國立成功大學經營管理碩士學位學程,台南。 何雍慶, 莊世杰, & 黃柏棟. (2012). 服務創新的程度會影響購買意願嗎?. 全球商業經營管理學報, (4), 37-52. 周孟傑, 徐生權, & 吳瑋. (2021). 網絡裡的甘願勞動: 秀場女主播的建制民族志研究. 新聞與傳播評論. 江文慈. (2018). 情緒表達的性別差異: 跨情境的分析. 教育心理學報, 49(3), 345-366. 何麗。 (2006)。從社會文化角度看交際中的男女語言差異(碩士論文,貴州師範大學)。 翁鈺翔(2016)。遊戲實況的媒介消費意涵─ 以英雄聯盟遊戲實況為例。南華大學傳播研究所碩士論文。
英文文獻 Allport, G. W. (1921). Personality and character. Psychological Bulletin, 18(9), 441. Hergenhahn, B. R., & Olson, M. H. (1999). An introduction to theories of personality. Prentice-Hall, Inc. Gatewood R. D. & H. S. Field (1998). Human Resource Selection(4th ed). The Dryden Press. John, O. P., Robins, R. W., & Pervin, L. A. (Eds.). (2010). Handbook of personality: Theory and research. Guilford Press. Atkinson, R. L., Atkinson, R. C., Smith, E. E., Bem, D. J., & Nolen-Hoeksema, S. (2000),“Hilgard’s introduction to psychology,” thirteenth edition, Fort Worth, TX, Harcourt Brace. Hamilton, W. A., Garretson, O., & Kerne, A. (2014, April). Streaming on twitch: fostering participatory communities of play within live mixed media. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 1315-1324). Taylor, G. J., Bagby, R. M., & Parker, J. D. (1999). Disorders of affect regulation: Alexithymia in medical and psychiatric illness . Cambridge University Press. Hamburger, Y. A., & Ben-Artzi, E. (2000). The relationship between extraversion and neuroticism and the different uses of the Internet. Computers in human behavior, 16(4), 441-449. Tolli, A. P., & Schmidt, A. M. (2008). The role of feedback, causal attributions, and self-efficacy in goal revision. Journal of Applied Psychology, 93(3), 692. Mullet, G. M., & Karson, M. J. (1985). Analysis of purchase intent scales weighted by probability of actual purchase. Journal of marketing research, 22(1), 93-96. Lieberman J.N.(1977). Playfulness: Its Relationship to Imagination and Creativeit. New York: Academic Press. Moon, J. W., & Kim, Y. G. (2001). Extending the TAM for a World-Wide-Web context. Information & management, 38(4), 217-230. Lin, C. S., Wu, S., & Tsai, R. J. (2005). Integrating perceived playfulness into expectation-confirmation model for web portal context. Information & management, 42(5), 683-693. Lu, Z., Xia, H., Heo, S., & Wigdor, D. (2018, April). You watch, you give, and you engage: a study of live streaming practices in China. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-13). Gros, D., Wanner, B., Hackenholt, A., Zawadzki, P., & Knautz, K. (2017, July). World of streaming. Motivation and gratification on Twitch. In International Conference on Social Computing and Social Media (pp. 44-57). Springer, Cham. Scheibe, K., Fietkiewicz, K. J., & Stock, W. G. (2016). Information behavior on social live streaming services. Journal of Information Science Theory and Practice, 4(2), 6-20. Gandolfi, E. (2016). To watch or to play, it is in the game: The game culture on Twitch. tv among performers, plays and audiences. Journal of Gaming & Virtual Worlds , 8 (1), 63-82. Zhang, X., Xiang, Y., & Hao, L. (2019). Virtual gifting on China’s live streaming platforms: Hijacking the online gift economy. Chinese Journal of Communication, 12(3), 340-355. Lee, A. (2017). China’s booming live streaming industry may have reached its peak. South China Morning Post. Zou, S. (2018). Producing value out of the invaluable: A critical/cultural perspective on the live streaming industry in China. TripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society , 16 (2), 805-819. Jean, B., & Chris, T. (1998). The Consumer Society: Myths and Structures. Trans. Chris Turner. London: Sage Publications. Li, Y., & Guo, Y. (2021). Virtual gifting and danmaku: What motivates people to interact in game live streaming?. Telematics and Informatics, 62, 101624. Fang, J., Chen, L., Wen, C., & Prybutok, V. R. (2018). Co-viewing experience in video websites: The effect of social presence on e-loyalty. International Journal of Electronic Commerce, 22(3), 446-476. Gosling, S. D., Rentfrow, P. J., & Swann Jr, W. B. (2003). A very brief measure of the Big-Five personality domains. Journal of Research in personality, 37(6), 504-528. Rammstedt, B., & John, O. P. (2007). Measuring personality in one minute or less: A 10-item short version of the Big Five Inventory in English and German. Journal of research in Personality, 41(1), 203-212. Merchant, A., Ford, J. B., & Sargeant, A. (2010). Charitable organizations` storytelling influence on donors` emotions and intentions. Journal of Business Research, 63(7), 754-762. Dodds, W. B., Monroe, K. B., & Grewal, D. (1991). Effects of price, brand, and store information on buyers’ product evaluations. Journal of marketing research , 28 (3), 307-319. Engel, J. F., Blackwell, R. D., & Miniard, P. W. (1986). Consumer behavior. Dryden Press. Bagozzi, R. P., & Burnkrant, R. E. (1979). Attitude organization and the attitude–behavior relationship. Journal of personality and social psychology, 37(6), 913. Fishbein, M., & Ajzen, I. (1977). Belief, attitude, intention, and behavior: An introduction to theory and research. Philosophy and Rhetoric, 10(2). Morwitz, V. G., & Schmittlein, D. (1992). Using segmentation to improve sales forecasts based on purchase intent: Which “intenders” actually buy?. Journal of marketing research, 29(4), 391-405. Puri, R. (1996). Measuring and modifying consumer impulsiveness: A cost-benefit accessibility framework. Journal of consumer Psychology. Short, J., Williams, E., & Christie, B. (1976). The social psychology of telecommunications . Toronto; London; New York: Wiley. Gunawardena, C. N., Little, F. J.. Social Presence as a Predictor of Satisfaction within a Computer-mediated Conferencing Envi- ronment. American Journal of Distance Education, 1997, 11(3), 8-26. Hassanein, K., & Head, M. (2007). Manipulating perceived social presence through the web interface and its impact on attitude towards online shopping. International journal of human-computer studies, 65(8), 689-708. Biocca, F., Harms, C., & Gregg, J. (2001, May). The networked minds measure of social presence: Pilot test of the factor structure and concurrent validity. In 4th annual international workshop on presence, Philadelphia, PA (pp. 1-9). Biocca, F., Harms, C., & Burgoon, J. K. (2003). Toward a more robust theory and measure of social presence: Review and suggested criteria. Presence: Teleoperators & virtual environments, 12(5), 456-480. Ekman, P., Friesen, W. V., O`Sullivan, M., & Scherer, K. (1980). Relative importance of face, body, and speech in judgments of personality and affect. Journal of personality and social psychology, 38(2), 270. Isbister, K., & Nass, C. (2000). Consistency of personality in interactive characters: verbal cues, non-verbal cues, and user characteristics. International journal of human-computer studies, 53(2), 251-267. Jung, C. (2016). Psychological types. Routledge. Subapriya, K. (2009). The Importance of Non-Verbal Cues. ICFAI Journal Of Soft Skills, 3(2). Polzin, T. S. (2000, June). Verbal and non-verbal cues in the communication of emotions. In 2000 IEEE International Conference on Acoustics, Speech, and Signal Processing. Proceedings (Cat. No. 00CH37100) (Vol. 4, pp. 2429-2432). IEEE. Cassell, J., Nakano, Y. I., Bickmore, T. W., Sidner, C. L., & Rich, C. (2001, July). Non-verbal cues for discourse structure. In Proceedings of the 39th Annual Meeting of the Association for Computational Linguistics (pp. 114-123). Miranda, S. M., & Saunders, C. S. (2003). The social construction of meaning: An alternative perspective on information sharing. Information systems research, 14(1), 87-106. Fiore, A. M., & Yu, H. (2001). Effects of imagery copy and product samples on responses toward the product. Journal of Interactive Marketing, 15(2), 36-46. Oliver, R. L., Robertson, T. S., & Mitchell, D. J. (1993). Imaging and analyzing in response to new product advertising. Journal of advertising, 22(4), 35-50. Wu, B., & Zhou, Y. N. (2017). Research on influencing factors of users’ continuance intention toward taobao live streaming. E-Commer. Lett, 6, 44-53. DeVellis, R. F. (1991). Scale Development: Theory and Applications (Applied Social Research Methods Series, Vol. 26). Newbury Park, CA: Sage Publications.
Janda, S., Trocchia, P. J., & Gwinner, K. P. (2002). Consumer perceptions of Internet retail service quality. International journal of service industry management, 13(5), 412-431. Costa Jr, T. P. (1992). The NEO-PI-R Professional Manual: Revised NEO Five-Factor Inventory.(NEO-FFI). Psychological Assessment Resources. Kayiş, A. R., Satici, S. A., Yilmaz, M. F., Şimşek, D., Ceyhan, E., & Bakioğlu, F. (2016). Big five-personality trait and internet addiction: A meta-analytic review. Computers in Human Behavior, 63, 35-40. Weisz, J. D., Kiesler, S., Zhang, H., Ren, Y., Kraut, R. E., & Konstan, J. A. (2007, April). Watching together: integrating text chat with video. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 877-886). |
Description: | 碩士 國立政治大學 數位內容碩士學位學程 109462021 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0109462021 |
Data Type: | thesis |
Appears in Collections: | [數位內容碩士學位學程] 學位論文
|
Files in This Item:
File |
Description |
Size | Format | |
202101.pdf | | 21092Kb | Adobe PDF2 | 0 | View/Open |
|
All items in 政大典藏 are protected by copyright, with all rights reserved.
|