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電子遊戲大逃殺續玩意願之研究-心流的中介影響與情緒的調節

The study of continuance intention to play online Battle Royale game: The Mediating Effect of flow and the moderation effect of positive affect

摘要


全球線上遊戲市場年趨增長,面對龐大的商機與遊戲產業的競爭,玩家會因自身的喜愛被特定遊戲的性質吸引,因此,本研究探討遊戲心理與情緒的調節關係並以大逃殺遊戲內容的特質,透過電子遊戲玩家經驗了解線上遊戲之遊玩動機、心流過程與情緒之間關係與機制,其次,也探討心流經驗與情緒媒介效果,冀能對線上遊戲相關研究與遊戲產業提供參考。本研究以電子遊戲大逃殺玩家為研究對象,大逃殺電子遊戲兼具生存、對戰、策略等特性,藉由豐富的遊戲設計讓玩家享受人與人之間的競爭直到最後一人存活。以玩家觀點評估此遊戲動機、心流與情緒反應,研究採用便利抽樣方式進行資料蒐集得有效問卷350份。結果顯示,遊戲動機五項要素都與續玩意願有正向影響,其中以挑戰性、控制感、好奇心與社會互動四項對續玩意願具有正向影響;同樣地,挑戰性、控制感、好奇心與社會互動四項對心流經驗中之自成目標、全神貫注、挑戰技巧平衡與清晰目標亦具有正向影響;其次,心流經驗中之自成目標會完全中介遊戲動機中之挑戰與社會互動,並且會部份中介遊戲動機中之控制感與好奇心。此外,不論正向情緒或是負向情緒對玩家續玩意願均呈現顯著性,情緒作為一個重要的玩家心理機制,納入心流經驗與續玩意願之間的調節分析,結果顯示當電子遊戲大逃殺玩家具有高度的心流經驗時,會有較高的續玩意願,然而這項效果會受到正向情緒的因素打折,意即大逃殺電遊玩家雖然具有高度的心流經驗,但是在遊戲中產生較高的正向情緒時,會對續玩意願的提升影響較趨緩,若遊戲情緒產生較低的正向情緒時,心流經驗較容易正向地影響續玩意願。本文最後亦針對研究限制與未來研究提出建議。

關鍵字

動機 心流 正向情緒 線上遊戲 大逃殺

並列摘要


Online players will be attracted by games' nature because of their speciality. This research explores the psychological characteristics of players of online Battle Royale games, and to understand the relationship and game motives, flow experience and affect. The battle royale video game has rich features for survival, battle, strategy, which only allows the last person survives after fierce competition. This study evaluated the motivation, flow and emotional response of this game from the player's point of view. Furthermore, this study also discusses the moderation effects of emotions on flow experience. Hopefully, we can shed light on new perspectives with this comprehensive model, and provide information into gaming market. A total of 350 valid questionnaires were collected by convenience sampling method from online game players. It found that challenge, curiosity, control and social interaction of motivations, autotelic experience, clear goals, concentration on the task at hand, and challenge-skills balance of flow experiment, and positive affect & negative affect of emotion are important influential factors, and they had significant predictive effect on continuance intention to play. Moreover, game motivations indirectly influence the continuance intention through the flow experiment of online game. Furthermore, positive affect has a moderation effect between the flow experience and the willingness to continue playing. When the positive affect of online shooting game players are high, the flow has a slower influence on the willingness to continue playing. If the positive affect are low, the flow on the willingness to continue playing is stronger. Ultimately, we also make recommendations for research limitations and future research.

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