政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/146589
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  全文笔数/总笔数 : 113656/144643 (79%)
造访人次 : 51712496      在线人数 : 413
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜寻范围 查询小技巧:
  • 您可在西文检索词汇前后加上"双引号",以获取较精准的检索结果
  • 若欲以作者姓名搜寻,建议至进阶搜寻限定作者字段,可获得较完整数据
  • 进阶搜寻


    请使用永久网址来引用或连结此文件: https://nccur.lib.nccu.edu.tw/handle/140.119/146589


    题名: 遊戲實況聊天室之觀眾自我揭露程度-以感知可得性及訊息個人化調節
    Audience` self-disclosure degree in live streaming chat room – perceived accessibility and personalization as moderators
    作者: 邱怡婷
    Chiu, Yi-Ting
    贡献者: 林日璇
    邱怡婷
    Chiu, Yi-Ting
    关键词: 大眾人際關係模型
    遊戲實況
    自我揭露
    感知可得性
    訊息個人化
    日期: 2023
    上传时间: 2023-08-02 14:08:55 (UTC+8)
    摘要: 在新型冠狀病毒肆虐的狀況下,虛擬場域的娛樂活動反而迎來蓬勃發展,而過往人際溝通與大眾溝通的二分法,已不再適用於現今媒體匯流型態,加之新媒體環境下,許多新興內容也應運而生,本研究利用大眾人際關係模型(Masspersonal Communication Model, MPCM)作為研究基礎,並且加入新的媒體內容-遊戲實況放入討論。
    本研究探討實況主自我揭露是否會影響觀眾自我揭露程度,並利用大眾人際關係模型的雙軸:感知可得性及訊息個人化,作為調節變項。本研究招募300位有效受試者,研究結果顯示感知可得性及訊息個人化的調節效果皆不顯著,然而本研究另外檢驗感知可得性及訊息個人化對自我揭露程度的中介效果,兩者皆為顯著,另也檢驗了感知可得性作為訊息個人化對觀眾自我揭露的調節效果,結果並不顯著。因此訊息個人化在遊戲實況中自我揭露的影響是具有中介效果,而在感知可得性上,則期待未來研究能更加深入討論感知可得性在遊戲實況中所扮演的角色。
    參考文獻: 中文部分:
    蘇蘅, & 吳淑俊. (1997). 電腦網路問卷調查可行性及回覆者特質的研究. 新聞學研究, 54, 75–100. https://doi.org/10.30386/MCR.199701_(54).0007
    英文部分
    Andrew F., H. (n.d.). Introduction to Mediation, Moderation, and Conditional Process Analysis: Third Edition: A Regression-Based Approach. The Guilford Press. Retrieved May 18, 2023, from https://www.guilford.com/books/Introduction-to-Mediation-Moderation-and-Conditional-Process-Analysis/Andrew-Hayes/9781462549030
    Archer, R. L. (1980). Self-disclosure. In D. M. Wegner & R. Vallacher (Eds.). The Self in Social Psychology, 183–204.
    Baron, R. M., & Kenny, D. A. (1986). The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of Personality and Social Psychology, 51, 1173–1182. https://doi.org/10.1037/0022-3514.51.6.1173
    Bazarova, N. N. (2012). Public Intimacy: Disclosure Interpretation and Social Judgments on Facebook: Public Intimacy. Journal of Communication, 62(5), 815–832. https://doi.org/10.1111/j.1460-2466.2012.01664.x
    Blight, M. G. (2016). Relationships to video game streamers: Examining gratifications, parasocial relationships, fandom, and community affiliation online. https://www.semanticscholar.org/paper/Relationships-to-video-game-streamers%3A-Examining-Blight/03741c23ab0f3335fe1228d2116d33fbe04718d9
    Bowman, N. (2018). Video Games: A Medium That Demands Our Attention. Routledge. https://doi.org/10.4324/9781351235266
    Carr, C. T., & Foreman, A. C. (2016). Identity Shift III: Effects of Publicness of Feedback and Relational Closeness in Computer-Mediated Communication. Media Psychology, 19(2), 334–358. https://doi.org/10.1080/15213269.2015.1049276
    Cathcart, R., & Gumpert, G. (1983). Mediated interpersonal communication: Toward a new typology. Quarterly Journal of Speech, 69(3), 267–277. https://doi.org/10.1080/00335638309383654
    Cayanus, J. L., & Martin, M. M. (2004). An instructor self‐disclosure scale. Communication Research Reports, 21(3), 252–263. https://doi.org/10.1080/08824090409359987
    Cozby, P. C. (1973). Self-disclosure: A literature review. Psychological Bulletin, 79, 73–91. https://doi.org/10.1037/h0033950
    Deutsch, M. (1958). Trust and suspicion. Journal of Conflict Resolution, 2(4), 265–279. https://doi.org/10.1177/002200275800200401
    Deutsch, M., & Others, A. (1968). Social Class, Race, and Psychological Development. Holt, Rinehart and Winston, Inc.
    Edelmann, N. (2013). Reviewing the Definitions of “Lurkers” and Some Implications for Online Research. Cyberpsychology, Behavior and Social Networking, 16. https://doi.org/10.1089/cyber.2012.0362
    French, M., & Bazarova, N. N. (2017). Is Anybody Out There?: Understanding Masspersonal Communication Through Expectations for Response Across Social Media Platforms. Journal of Computer-Mediated Communication, 22(6), 303–319. https://doi.org/10.1111/jcc4.12197
    Georgen, C., Duncan, S. C., & Cook, L. (2015). From Lurking to Participatory Spectatorship: Understanding Affordances of the Dota 2 Noob Stream. International Society of the Learning Sciences, Inc. https://repository.isls.org//handle/1/470
    Giffin, K. (1967). The contribution of studies of source credibility to a theory of interpersonal trust in the communication process. Psychological Bulletin, 68, 104–120. https://doi.org/10.1037/h0024833
    Gonzales, A. L., & Hancock, J. T. (2008). Identity Shift in Computer-Mediated Environments. Media Psychology, 11(2), 167–185. https://doi.org/10.1080/15213260802023433
    Harasim, L. M. (1993). Global Networks: Computers and International Communication. MIT Press.
    Joinson, A. (2001). Self-disclosure in computer-mediated communication: The role of self-awareness and visual anonymity. European Journal of Social Psychology, 31. https://doi.org/10.1002/ejsp.36
    Jourard, S. M. (1971). Self-disclosure: An experimental analysis of the transparent self (pp. xiii, 248). John Wiley.
    Knapp, M. L., & Daly, J. A. (2011). The SAGE Handbook of Interpersonal Communication. SAGE Publications.
    Kücklich, J. (2005). Precarious Playbour: Modders and the Digital Games Industry. The Fibreculture Journal. https://www.semanticscholar.org/paper/Precarious-Playbour%3A-Modders-and-the-Digital-Games-K%C3%BCcklich/98a3c68c6708eec917e119f6675acf7e208b351d
    Küper, A., & Krämer, N. C. (2021). Influencing factors for building social capital on live streaming websites. Entertainment Computing, 39, 100444. https://doi.org/10.1016/j.entcom.2021.100444
    Leonardi, P. M., & Treem, J. W. (2012). Knowledge management technology as a stage for strategic self-presentation: Implications for knowledge sharing in organizations. Information and Organization, 22(1), 37–59. https://doi.org/10.1016/j.infoandorg.2011.10.003
    Leung, L. (2002). Loneliness, Self-Disclosure, and ICQ (“I Seek You”) Use. CyberPsychology & Behavior, 5(3), 241–251. https://doi.org/10.1089/109493102760147240
    Ma, X., Hancock, J., & Naaman, M. (2016). Anonymity, Intimacy and Self-Disclosure in Social Media. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 3857–3869. https://doi.org/10.1145/2858036.2858414
    McKenna, K. Y. A., & Bargh, J. A. (2000). Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology. Personality and Social Psychology Review, 4(1), 57–75. https://doi.org/10.1207/S15327957PSPR0401_6
    Meraz, S. (2009). Is There an Elite Hold? Traditional Media to Social Media Agenda Setting Influence in Blog Networks. Journal of Computer-Mediated Communication, 14(3), 682–707. https://doi.org/10.1111/j.1083-6101.2009.01458.x
    Oh, H. J., & LaRose, R. (2016). Impression management concerns and support-seeking behavior on social network sites. Computers in Human Behavior, 57, 38–47. https://doi.org/10.1016/j.chb.2015.12.005
    O’Sullivan, P. B., & Carr, C. T. (2018). Masspersonal communication: A model bridging the mass-interpersonal divide. New Media & Society, 20(3), 1161–1180. https://doi.org/10.1177/1461444816686104
    Parks, M. R., & Roberts, L. D. (1998). "Making Moosic’: The Development of Personal Relationships on Line and a Comparison to their Off-Line Counterparts. Journal of Social and Personal Relationships, 15(4), 517–537. https://doi.org/10.1177/0265407598154005
    Phalen, J. W., Patricia F. (2013). The Mass Audience: Rediscovering the Dominant Model. Routledge. https://doi.org/10.4324/9780203811009
    Postmes, T., Spears, R., & Lea, M. (1998). Breaching or Building Social Boundaries?SIDE-Effects of Computer-Mediated Communication. Communication Research - COMMUN RES, 25, 689–715. https://doi.org/10.1177/009365098025006006
    Reardon, K. K., & Rogers, E. M. (1988). Interpersonal Versus Mass Media Communication A False Dichotomy. Human Communication Research, 15(2), 284–303. https://doi.org/10.1111/j.1468-2958.1988.tb00185.x
    RICE, R. E., & LOVE, G. (1987). Electronic Emotion: Socioemotional Content in a Computer-Mediated Communication Network. Communication Research, 14(1), 85–108. https://doi.org/10.1177/009365087014001005
    Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior, 92, 20–28. https://doi.org/10.1016/j.chb.2018.10.012
    Sotamaa, O. (2010). When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture. Games and Culture, 5(3), 239–255. https://doi.org/10.1177/1555412009359765
    Spears, R., & Lea, M. (1994). Panacea or Panopticon?The Hidden Power in Computer-Mediated Communication. Communication Research - COMMUN RES, 21, 427–459. https://doi.org/10.1177/009365094021004001
    Takahashi, M., Fujimoto, M., & Yamasaki, N. (2003). The active lurker. In ACM SIGGROUP Bulletin (Vol. 24). https://doi.org/10.1145/958161.958162
    Tammy Lin, J.-H., Bowman, N., Lin, S.-F., & Chen, Y.-S. (2019). Setting the digital stage: Defining game streaming as an entertainment experience. Entertainment Computing, 31, 100309. https://doi.org/10.1016/j.entcom.2019.100309
    Walther, J., ANDERSON, J., & PARK, D. (1994). Interpersonal Effects in Computer-Mediated InteractionA Meta-Analysis of Social and Antisocial Communication. Communication Research - COMMUN RES, 21, 460–487. https://doi.org/10.1177/009365094021004002
    WALTHER, J. B. (1996). Computer-Mediated Communication: Impersonal, Interpersonal, and Hyperpersonal Interaction. Communication Research, 23(1), 3–43. https://doi.org/10.1177/009365096023001001
    Walther, J. B., Liang, Y. J., DeAndrea, D. C., Tong, S. T., Carr, C. T., Spottswood, E. L., & Amichai-Hamburger, Y. (2011). The Effect of Feedback on Identity Shift in Computer-Mediated Communication. Media Psychology, 14(1), 1–26. https://doi.org/10.1080/15213269.2010.547832
    Wegner, D. M., & Vallacher, R. R. (1980). The Self in Social Psychology. Oxford University Press.
    Wheeless, L. R. (1978). A follow-up study of the relationships among trust, disclosure, and interpersonal solidarity. Human Communication Research, 4, 143–157. https://doi.org/10.1111/j.1468-2958.1978.tb00604.x
    Wheeless, L. R., & Grotz, J. (1977). The Measurement of Trust and Its Relationship to Self-Disclosure. Human Communication Research, 3(3), 250–257. https://doi.org/10.1111/j.1468-2958.1977.tb00523.x
    Wu, J., & Liu, D. (2007). The effects of trust and enjoyment on intention to play online games. Journal of Electronic Commerce Research - JECR, 8.
    Yang, J., & Stone, G. (2003). The Powerful Role of Interpersonal Communication in Agenda Setting. Mass Communication and Society, 6(1), 57–74. https://doi.org/10.1207/S15327825MCS0601_5
    描述: 碩士
    國立政治大學
    傳播學院傳播碩士學位學程
    108464029
    資料來源: http://thesis.lib.nccu.edu.tw/record/#G0108464029
    数据类型: thesis
    显示于类别:[傳播學院傳播碩士學位學程] 學位論文

    文件中的档案:

    档案 描述 大小格式浏览次数
    402901.pdf2067KbAdobe PDF20检视/开启


    在政大典藏中所有的数据项都受到原著作权保护.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 回馈