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Title: | 在開放世界遊戲中與NPC的擬社會互動對社交自我效能感的影響 —以《集合啦!動物森友會》爲例 The Effect of Parasocial-Interaction on Social Self-Efficacy in Open-World Games: The Case of Animal Crossing New Horizons |
Authors: | 黃誠 Huang, Cheng |
Contributors: | 陳宜秀 廖峻鋒 黃誠 Huang, Cheng |
Keywords: | 擬社會互動 自我效能 集合啦!動物森友會 玩家研究 NPC Parasocial interaction Self-Efficacy Animal Crossing: New Horizons Player research NPC |
Date: | 2024 |
Issue Date: | 2024-10-04 10:30:27 (UTC+8) |
Abstract: | 由於疫情的持續,人們日常生活中的面對面社交活動受到了顯著限制,這使得虛擬社交互動成為維持社交聯絡的一個重要方式。本研究探討在開放世界遊戲中玩家與非玩家角色(NPC)之間的擬社會互動對玩家社交自我效能感的影響。研究場域為《集合啦!動物森友會》,這款遊戲提供了一個獨特的社交平台,讓玩家可以在遊戲中與NPC進行互動,從而在虛擬環境中模擬真實世界的社交場景。研究采用擬社會互動理論和自我效能理論,前者用以理解玩家與NPC之間交互的性質,後者阐述個體對自身能力的信念如何驅動行為。本研究探討了四個主要變量——NPC的社交吸引力、外表吸引力、玩家的孤獨感以及玩家對NPC的認同因素,檢驗他們是否影響擬社會互動的強度,並進一步探討這種影響是否通過擬社會互動的中介影響社交自我效能感。結果顯示,社交吸引力、外表吸引力、孤獨感以及玩家對NPC的認同這四個變量之間,存在著複雜的相互影響關係,NPC的社交吸引力和玩家對NPC的認同對擬社會互動的強度有顯著正面影響,而孤獨感則在一定程度上與社會互動有負面關係。更重要的是,擬社會互動對社交自我效能感有顯著的正向影響,這表明虛擬社交互動可以作為提升社交自信的一種潛在方式。與NPC的互動質量和深度可以顯著提升玩家的社交自我效能感,特別是在無法進行實體社交的環境下,這種虛擬互動可以成爲玩家獲得社交支持和降低孤獨感的一種重要方式。雖然本研究提供了對於遊戲中擬社會互動影響的一些初步理解,但更多的研究仍需要進一步確認這些發現並探索其他的可能。 As the pandemic continues, face-to-face social activities in daily life have been significantly restricted, which makes virtual social interactions a crucial means of maintaining social connections. This study investigates the impact of parasocial interactions (PSI) between players and non-player characters (NPCs) in an open-world game on players’ social self-efficacy. The research setting is “Animal Crossing: New Horizons,” a game that provides a unique social platform allowing players to interact with NPCs, thereby simulating real-world social scenarios within a virtual environment. The study utilizes theories of parasocial interaction and self-efficacy; it was hypothesized that the former could explain the nature of interactions between players and NPCs, and the latter could help us understand how individuals’ beliefs in their capabilities drive their behaviors. This research examines four primary variables—NPCs’ social attraction, physical attraction, players’ loneliness, and players’ identification with NPCs—to determine how they influence the intensity of PSIs and, further, how these interactions, through mediating variables, impact social self-efficacy. Results indicate that NPCs’ social attraction and players’ background identification have a significant positive impact on the intensity of PSIs, whereas loneliness negatively affects these interactions to some extent. More importantly, PSIs significantly enhance social self-efficacy, suggesting that virtual social interactions can serve as a potential means to boost social confidence. The quality and depth of interactions with NPCs can significantly improve players’ social self-efficacy, especially in environments where physical socializing is not possible, making these virtual interactions a vital way for players to gain social support and reduce feelings of loneliness. Although this study provides some initial understanding of the impact of PSIs on games, further research is needed to confirm these findings and explore other possibilities. |
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Description: | 碩士 國立政治大學 數位內容碩士學位學程 109462024 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0109462024 |
Data Type: | thesis |
Appears in Collections: | [數位內容碩士學位學程] 學位論文
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