Loading...
|
Please use this identifier to cite or link to this item:
https://nccur.lib.nccu.edu.tw/handle/140.119/145734
|
Title: | 調查體育數位遊戲的吸引力 – 以NBA 2K為案例 An investigation of the attraction of sport video game – case study of NBA 2K |
Authors: | 呂勁霆 Lu, Chin-Ting |
Contributors: | 尚孝純 呂勁霆 Lu, Chin-Ting |
Keywords: | NBA 2K 數位體育遊戲 持續性參與 動機 NBA 2K Sports video game Sustained engagement Motivations |
Date: | 2023 |
Issue Date: | 2023-07-06 16:19:39 (UTC+8) |
Abstract: | 本文探討了對於《NBA 2K》系列遊戲的持續參與動機,該遊戲是一款熱門的體育類視頻遊戲。該研究利用個人經驗、反思性民族誌和《NBA 2K》專家的見解,填補了研究中的一個空白,詳細分析了導致這款遊戲受歡迎並吸引玩家參與的獨特因素。研究結果揭示了持續參與的關鍵因素,包括社交互動的重要性、團隊和選手認同感、與時間和金錢相關的限制、技術優越性以及多種遊戲模式的存在。通過線上遊玩實現的社交互動和社群建設成為重要的動力,玩家對特定團隊或運動員的情感依附和忠誠感也成為重要的動機因素。在《NBA 2K》中的財務投資和技能發展成為切換到其他遊戲的障礙,而遊戲的先進圖形和身臨其境的遊戲機制使其與競爭對手有所區別。多種遊戲模式的可用性迎合了不同玩家的喜好並提供持續的動機。這項研究有助於理解體育類視頻遊戲玩家的動機,並為遊戲設計和開發提供了見解,對於遊戲開發者和視頻遊戲心理學領域的研究人員具有重要意義。 This paper explores the motivations behind sustained engagement with the NBA 2K series, a popular sports video game. Drawing on personal experiences, reflexive ethnography, and insights from NBA 2K experts, the study fills a gap in research by examining the unique factors that contribute to the game`s popularity and player involvement. The findings reveal key factors driving continued engagement, including the importance of social interaction, team and player identification, constraints related to time and money, technical superiority, and the presence of multiple game modes. Social interaction and community-building through online play emerge as significant motivators, along with the attachment and loyalty felt by players who strongly identify with specific teams or athletes. Financial investment and skill development within NBA 2K act as barriers to switching to alternative games, while the game`s advanced graphics and immersive gameplay mechanics distinguish it from competitors. The availability of diverse game modes caters to different player preferences and provides continuous motivation. This research contributes to understanding player motivations in sports video games and offers insights for game design and development, with implications for both developers and researchers in the field of video game psychology |
Reference: | Andrić, D. (2022). NBA 2K statistics. https://levvvel.com/nba-2k-statistics/ Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19. Beek, R. M., Verschueren, J. F., & Derom, I. (2021). Soccer Esports in Europe: Brands, Partnerships, and Business Opportunities in Professional Football. In Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 104-126). IGI Global. Burnham, T. A., Frels, J. K., & Mahajan, V. (2003). Consumer switching costs: A typology, antecedents, and consequences. Journal of the academy of marketing science, 31(2), 109-126. Cain, M. S., Landau, A. N., & Shimamura, A. P. (2012). Action video game experience reduces the cost of switching tasks. Attention, perception, & psychophysics, 74(4), 641-647. Cardano, M. (2009). Ethnography and reflexivity. Notes on the construction of objectivity in ethnographic research (Vol. 1). Caruana, A. (2003). The impact of switching costs on customer loyalty: A study among corporate customers of mobile telephony. Journal of Targeting, Measurement and Analysis for marketing, 12(3), 256-268. Chance, P. (2022). NBA 2K23 selling fewer copies than NBA 2K22, but more VC. https://realsport101.com/nba-2k/nba-2k23-sales-copies-2k22-vc/ Chang, K. T.-T., Koh, A. T.-T., Low, B. Y.-Y., Onghanseng, D. J. S., Tanoto, K., & Thuong, T. S. T. (2008). Why I love this online game: The MMORPG stickiness factor. Chou, Y.-k. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd. Cianfrone, B. A., & Zhang, J. J. (2013). The impact of gamer motives, consumption, and in-game advertising effectiveness: A case study of football sport video games. International Journal of Sport Communication, 6(3), 325-347. Cianfrone, B. A., Zhang, J. J., & Ko, Y. J. (2011). Dimensions of motivation associated with playing sport video games: Modification and extension of the Sport Video Game Motivation Scale. Sport, Business and Management: An International Journal. Clifford, J., & Marcus, G. E. (1986). Writing culture: the poetics and politics of ethnography: a School of American Research advanced seminar. Univ of California Press. Consalvo, M., Mitgutsch, K., & Stein, A. (2013). Sports videogames. Routledge New York. Crawford, G. (2005a). Digital gaming, sport and gender. Leisure Studies, 24(3), 259-270. Crawford, G. (2005b). Sensible soccer: Sport fandom and the rise of digital gaming. The bountiful game, 249-266. Crawford, G. (2008). ‘It`s in the game’: sport fans, film and digital gaming. Sport in Society, 11(2-3), 130-145. Crawford, G., & Gosling, V. K. (2009). More than a game: Sports-themed video games and player narratives. Sociology of Sport Journal, 26(1), 50-66. Dobrowolski, P., Hanusz, K., Sobczyk, B., Skorko, M., & Wiatrow, A. (2015). Cognitive enhancement in video game players: The role of video game genre. Computers in Human Behavior, 44, 59-63. Ellis, C., & Bochner, A. (2000). Autoethnograpthy, personal narrative, and personal reflectivity. Handbook of qualitative research, 733-768. Feldman, C. (2005). "Electronic Arts, ESPN ink exclusive 15-year deal". https://www.gamespot.com/articles/electronic-arts-espn-ink-exclusive-15-year-deal/1100-6116473/ Forbes, A. (2021). Ball is (Virtual) Life: An Ethnographic Examination of Identity, Culture and Community in NBA 2K. Gamespot. (2011). NBA 2K11 sales near 4 million. https://www.gamespot.com/articles/nba-2k11-sales-near-4-million/1100-6297199/ Goldthorpe, J. H., & Goldthorpe, O. F. J. H. (2000). On sociology: Numbers, narratives, and the integration of research and theory. Oxford University Press on Demand. Grand View Research, G. (2022). Video Game Market Size, Share & Trends Analysis Report By Device (Console, Mobile, Computer), By Type (Online, Offline), By Region (North America, Europe, Asia Pacific, Latin America, MEA), And Segment Forecasts, 2022 - 2030. https://www.grandviewresearch.com/industry-analysis/video-game-market# Green, C. S., Sugarman, M. A., Medford, K., Klobusicky, E., & Bavelier, D. (2012). The effect of action video game experience on task-switching. Computers in Human Behavior, 28(3), 984-994. Jeffrey J. Thomas, Abraham J. Navarro, Gordon K. Read, & David M. Zdyrko, J. (2005). Systems and methods for simulating a particular user in an interactive computer system 8142268). J. Patent. https://patents.justia.com/patent/8142268 Johnson, D., & Gardner, J. (2010). Personality, motivation and video games. Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction, Johnson, R., Rogers, Y., Van Der Linden, J., & Bianchi-Berthouze, N. (2012). Being in the thick of in-the-wild studies: the challenges and insights of researcher participation. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Jones, M. A., Mothersbaugh, D. L., & Beatty, S. E. (2002). Why customers stay: measuring the underlying dimensions of services switching costs and managing their differential strategic outcomes. Journal of business research, 55(6), 441-450. Kim, M. S., & McClung, S. R. (2010). Acceptability and ethics of product placement in sport video games. Journal of Promotion Management, 16(4), 411-427. Kim, Y., & Kim, S. (2013). Segmenting sport video gamers by motivation: a cluster analysis. Journal of Global Scholars of Marketing Science, 23(1), 92-108. Kim, Y., & Ross, S. (2015). The Effect of Sport Video Gaming on Sport Brand Attitude, Attitude Strength, and the Attitude-Behavior Relationship. Journal of Sport Management, 29(6). Kim, Y., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship. Kim, Y., Walsh, P., & Ross, S. D. (2008). An examination of the psychological and consumptive behaviors of sport video gamers. Sport Marketing Quarterly, 17(1). Lee, C.-H., Chiang, H.-S., & Hsiao, K.-L. (2018). What drives stickiness in location-based AR games? An examination of flow and satisfaction. Telematics and Informatics, 35(7), 1958-1970. Ma, L., Feng, Z., Feng, J., & Wang, L. (2019). Research on the Factors Affecting Player Stickiness in Massively Multiplayer Online Game (MMOG). 2019 16th International Conference on Service Systems and Service Management (ICSSSM), Maddison, R., Mhurchu, C. N., Jull, A., Jiang, Y., Prapavessis, H., & Rodgers, A. (2007). Energy expended playing video console games: an opportunity to increase children’s physical activity? Pediatric exercise science, 19(3), 334-343. Olson, C. K. (2010). Children`s motivations for video game play in the context of normal development. Review of general Psychology, 14(2), 180-187. Pahnila, S., & Warsta, J. (2012). Assessing the factors that have an impact on stickiness in online game communities. Pasch, M., Bianchi-Berthouze, N., van Dijk, B., & Nijholt, A. (2009). Movement-based sports video games: Investigating motivation and gaming experience. Entertainment computing, 1(2), 49-61. Phillips, C. A., Rolls, S., Rouse, A., & Griffiths, M. D. (1995). Home video game playing in schoolchildren: A study of incidence and patterns of play. Journal of adolescence, 18(6), 687-691. Porter, M. E. (1980). Competitive Strategy: Techniques for Analyzing Industries and Competitors. University of Illinois at Urbana-Champaign`s Academy for Entrepreneurial Leadership Historical Research Reference in Entrepreneurship. Rode, J. A. (2011). Reflexivity in digital anthropology. Proceedings of the SIGCHI conference on human factors in computing systems, Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), 344-360. Selnow, G. W. (1984). Playing videogames: The electronic friend. Journal of Communication. Shapiro, C., Varian, H. R., & Carl, S. (1999). Information rules: A strategic guide to the network economy. Harvard Business Press. Sherry, J. L., Greenberg, B. S., Lucas, K., & Lachlan, K. (2012). Video game uses and gratifications as predictors of use and game preference. In Playing video games (pp. 248-262). Routledge. Statista. (2022). Sport Games - Worldwide. Retrieved December 10 from https://www.statista.com/outlook/dmo/app/games/sport-games/worldwide Sung, I. H., & Marshall, M. (2017). From virtual reality to reality: Examining the relationship between sport video gaming and sport consumption behaviors. Journal of Physical Education and Sport Management, 8(4), 41-49. Surette, T. (2005a). "EA scores exclusive AFL deal". https://www.gamespot.com/articles/ea-scores-exclusive-afl-deal/1100-6116065/ Surette, T. (2005b). "EA scores NCAA Football rights". https://www.gamespot.com/articles/ea-scores-ncaa-football-rights/1100-6121995/ Surette, T. (2005c). "NBA evades exclusivity". https://www.gamespot.com/articles/nba-evades-exclusivity/1100-6120864/ Thorson, T. (2005). "Take-Two inks agreement with MLB Players Association". https://www.gamespot.com/articles/take-two-inks-agreement-with-mlb-players-association/1100-6116946/ Van Maanen, J. (2011). Tales of the field: On writing ethnography. University of Chicago Press. Wang, C. K. J., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. CyberPsychology & behavior, 11(1), 39-45. Wigand, R. T., Borstelmann, S. E., & Boster, F. J. (1986). Electronic leisure: Video game usage and the communication climate of video arcades. Annals of the International Communication Association, 9(1), 275-293. Williamson, O. E. (2007). The economic institutions of capitalism. Firms, markets, relational contracting. In Das Summa Summarum des Management (pp. 61-75). Springer. Wolf, M. J. (2008). The video game explosion: a history from PONG to Playstation and beyond. ABC-CLIO. Yee, N. (2006). Motivations for play in online games. CyberPsychology & behavior, 9(6), 772-775. Zhang, R. (2022). The relation between players` motivation, virtual communities and stickiness in augmented reality games. Library Hi Tech(ahead-of-print). |
Description: | 碩士 國立政治大學 資訊管理學系 110356008 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0110356008 |
Data Type: | thesis |
Appears in Collections: | [資訊管理學系] 學位論文
|
Files in This Item:
File |
Description |
Size | Format | |
600801.pdf | | 2109Kb | Adobe PDF2 | 194 | View/Open |
|
All items in 政大典藏 are protected by copyright, with all rights reserved.
|