政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/152093
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113656/144643 (79%)
Visitors : 51755564      Online Users : 633
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/152093


    Title: 遊戲中失敗的悖論:遊戲結果對玩家持續遊玩意願的影響
    The Paradox of Failure in Games: Exploring The Influence of Game Outcomes on Players’ Continuance Intention
    Authors: 李翊瑄
    LI, Yi-Hsuan
    Contributors: 林日璇
    Lin, Jih-Hsuan
    李翊瑄
    LI, Yi-Hsuan
    Keywords: 遊戲結果
    自我效能
    遊戲經驗差異
    勝任感需求的挫折
    對未來成就的期望
    持續遊玩意願
    Game Outcomes
    Self-efficacy
    Gaming experience
    Competence frustration
    Expectation of future achievement
    Continuance intention
    Date: 2024
    Issue Date: 2024-07-01 12:46:49 (UTC+8)
    Abstract: 遊戲產業市場規模的擴張,電玩相關研究的版圖也隨之拓展到更多層面,本研究希冀暸解遊戲的顧客忠誠度,找尋如何在電玩遊戲有限的壽命中、最大程度的維持再玩機率,並從「遊戲中失敗的悖論」這個現象切入,旨在探究遊戲結果對遊戲自我效能感、勝任感需求的挫折、對未來成就的期望與未來持續遊玩意願之間的關聯性,以及遊戲經驗差異在遊戲自我效能感的效果。

    本研究採取實驗法,並採用 2(玩家遊戲經驗差異:新手 vs. 有經驗之玩家)X 2(遊戲結果:獲得勝利結果 vs. 取得負面遊戲結果)受試者間設計(between-subject design)的實驗設計,選用《TETR.IO》網頁版這款益智遊戲作為實驗刺激物,觀察參與者在競爭後面對不同遊戲結果時,對於其未來持續遊玩是否有所不同。

    研究結果發現:首先,遊戲結果會顯著的影響玩家對未來成就的期望、遊戲自我效能感與勝任感需求的挫折,然與假設不同的是取得負面遊戲結果的組別,其對未來成就的期望並不會強於遊戲中獲得勝利的組別;再者,遊戲經驗差異在取得負面遊戲結果的情況下,會顯著影響遊戲結果與遊戲自我效能感之間的效果,但與假設不符的是新手玩家組別的遊戲自我效能感並不會強於有經驗的玩家組別;最後,玩家對未來成就的期望可以正向影響其未來持續遊玩的意願。
    With the expansion of the market size of the gaming industry, the research related to video games has also broadened to more dimensions. This study aims to understand gamer loyalty, seeking ways to maximize their continuance intention during the limited lifespan of video games. By delving into "the Paradox of Failure in Games," the study intends to explore the relationships between game outcomes and self-efficacy, frustration of the need for competence, expectations of future achievements, and continuance intention, as well as how self-efficacy may differ between novice and experienced gamers.

    This study conducted an experiment method, employing a 2 (differences in player gaming experience: novice vs. experienced players) x 2 (game outcomes: victory vs. negative result) between-subject design. The puzzle game "TETR.IO" web version was selected as the experimental stimulus to observe whether players' continuance intention differed after facing different game outcomes in a competitive setting.

    The results showed that, firstly, game outcomes significantly affect players' expectations of future achievements, self-efficacy, and competence frustration. Contrary to the hypothesis, the group with negative game outcomes did not have stronger expectations of future achievements than those with victories. Furthermore, differences in gaming experience significantly influenced the effect of game outcomes on self-efficacy in the situation of negative game outcomes. However, contrary to the hypothesis, novice players did not exhibit stronger self-efficacy than experienced players. Lastly, players' expectations of future achievements positively influenced their continuance intention in the future.
    Reference: 中文部分
    徐明慧(2012)。《從期望失驗理論與企業社會責任探討網路購物之再購意願 — 以網路服飾為例》。成功大學企業管理研究所碩士論文。
    陳延昇(2016)。情緒管理在體感遊戲經驗的新觀點:檢視情緒激越程度與遊戲刺激潛質的影響效果。中華傳播學刊,(29),45-77。https://doi.org/10.6195%2fcjcr.2016.29.02
    張樑治、余嬪、蔡志堅、劉吉川(2006)。運用迴歸作用機制圖重探老人勝任感、自我決定感與休閒滿意關係之研究。戶外遊憩研究,19(4),64-81。https://doi.org/10.6130/JORS.2006.19(4)3
    經濟部工業局(2021)。《110Taiwan數位內容產業年鑑》,取自https://www.moeaidb.gov.tw/22external/ctlr?PRO=publication.rwdPublicationView&id=4406
    〈TETR.IO〉(2023年9月14日),在《維基百科》。https://zh.wikipedia.org/zh-tw/TETR.IO

    英文部分
    Agarwal, R., & Karahanna, E. (2000). Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs about Information Technology Usage. MIS Quarterly, 24(4), 665–694. https://doi.org/10.2307/3250951
    Alan, A. K., Kabadayi, E. T., & Aksoy, N. C. (2022). Replaying online games for flow experience and outcome expectations: An exploratory study for the moderating role of external locus of control based on Turkish gamers’ evaluations. Entertainment Computing, 40, 100460. https://doi.org/10.1016/j.entcom.2021.100460
    Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125, 627–668.
    Gonçalves, D., Pais, P., Gerling, K., Guerreiro, T., & Rodrigues, A. (2023). Social gaming: A systematic review. Computers in Human Behavior, 147, 1–31. https://doi.org/10.1016/j.chb.2023.107851
    Huang, H. C., Liao, G. Y., Chiu, K. L., & Teng, C. I. (2017). How Is Frustration Related to Online Gamer Loyalty? A Synthesis of Multiple Theories. Cyberpsychology, behavior and social networking, 20(11), 683–688. https://doi.org/10.1089/cyber.2017.0023
    Karl, K. A., O’Leary-Kelly, A. M., & Martocchio, J. J. (1993). The Impact of Feedback and Self-Efficacy on Performance in Training. Journal of Organizational Behavior, 14(4), 379–394. http://www.jstor.org/stable/2488290
    Kim, E. J., & Lee, K. R. (2019). Effects of an examiner's positive and negative feedback on self-assessment of skill performance, emotional response, and self-efficacy in Korea: a quasi-experimental study. BMC medical education, 19(1), 142. https://doi.org/10.1186/s12909-019-1595-x
    Koster, R. (2005). A theory of fun for game design. Scottsdale, AZ: Paraglyph Press.
    Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion Without Story. http://www.xeodesign.com/xeodesign_whyweplaygames.pdf
    Lin, C.-Y., Hung, W.-H., Fang, K., & Tu, C.-C. (2015). Understanding players’achievement values from MMORPGs: An exploratory study. Internet Research, 25(5),829–851. https://doi.org/10.1108/IntR-12-2013-0268
    Locke, E. A. (1968). Toward a theory of task motivation and incentives. Organizational Behavior & Human Performance, 3(2), 157–189. https://doi.org/10.1016/0030-5073(68)90004-4
    Locke, E. A., & Latham, G. P. (1990). A theory of goal setting & task performance. Prentice-Hall, Inc.
    McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press.
    Newzoo. (2023). Newzoo Global Games Market Report 2023 | Free Version. Retrieved December 15 from https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2023-free-version
    Oliver, R. L. (1980). A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions. Journal of Marketing Research, 17(4), 460–469. https://doi.org/10.2307/3150499
    Oliver, R. L. (1981). Measurement and Evaluation of Satisfaction Processes in Retail Settings. Journal of Retailing, 57, 25-48.
    Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166. https://doi.org/10.1037/a0019440
    Rau, P.-L. P., Peng, S.-Y., & Yang, C.-C. (2006). Time Distortion for Expert and Novice Online Game Players. CyberPsychology & Behavior, 9(4), 396–403. https://doi.org/10.1089/cpb.2006.9.396
    Reinecke, L., Tamborini, R., Grizzard, M., Lewis, R., Eden, A., & Bowman, N. D. (2012). Characterizing mood management as need satisfaction: The effects of intrinsic needs on selective exposure and mood repair. Journal of Communication, 62(3), 437–453. https://doi.org/10.1111/j.1460-2466.2012.01649.x
    Ryan, R. M., & Deci, E. L. (2000a). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psy- chology, 25, 54–67.
    Ryan, R. M., & Deci, E. L. (2000b). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55, 68–78.
    Smith, B. W., Dalen, J., Wiggins, K., Tooley, E., Christopher, P., & Bernard, J. (2008). The brief resilience scale: Assessing the ability to bounce back. International Journal of Behavioral Medicine, 15(3), 194–200. https:// doi.org/10.1080/10705500802222972
    Spence, J., & Helmreich, R. (1983). Achievement-related motives and behaviors. In J. Spence (Ed.), Achievement and achievement motives: Psychological and sociological approaches (pp. 10–74). San Francisco, CA: N. H. Freeman.
    Suominen, J. (2008). The past as future? Nostalgia and retrogaming in digital culture. The Fibrecul- ture Journal, 11. Retrieved from http://eleven .fibreculturejournal.org/fcj-075-the-past-as-the- future-nostalgia-and-retrogaming-in-digital-culture/
    Tanes, Z., & Cho, H. (2013). Goal setting outcomes: Examining the role of goal interaction in influencing the experience and learning outcomes of video game play for earthquake preparedness. Computers in Human Behavior, 29(3), 858–869. https://doi.org/10.1016/j.chb.2012.11.003
    Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388–408. https://doi.org/10.1111/j.1468-2885.2004.tb00321.x
    Williams, G. C., & Deci, E. L. (1996). Internalization of biopsychosocial values by medical students: A test of self-determination theory. Journal of Personality and Social Psychology, 70, 767-779.
    Wulf, T., Bowman, N. D., Velez, J. A., & Breuer, J. (2020). Once upon a game: Exploring video game nostalgia and its impact on well-being. Psychology of Popular Media, 9(1), 83–95. https://doi.org/10.1037/ppm0000208
    Zillmann, D. (1988). Mood management through communication choices. American Behavioral Scientist, 31(3), 327–340. https://doi.org/10.1177/000276488031003005
    Description: 碩士
    國立政治大學
    傳播學院傳播碩士學位學程
    111464046
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0111464046
    Data Type: thesis
    Appears in Collections:[Master`s Program in Communication] Theses

    Files in This Item:

    File Description SizeFormat
    404601.pdf1928KbAdobe PDF1View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    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 ©   - Feedback