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  • 學位論文

真實虛擬交錯:自尊、去抑性、社會認同與自我臨場感之影響

Cross between Real and Virtual : The Influence of Self-esteem, Online Disinhibition, Social Identity, and Self-presence

指導教授 : 汪志堅 楊運秀
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摘要


網際網路的普及,讓人們得以打破地域限制與更多人交遊,形成了一個無形虛擬的社會, 且拓展出另一個自己的生活重心。不同於受到眾多社會規範所形塑的現實世界,在虛擬世界 中,人們或許可以重新界定自己的角色定位,進而表現出自信,獲得更多的認同及歸屬感, 讓自己身歷其境,也就是人們在虛擬世界中,會追求並展現與現實中不同的「自我」,產生「虛 擬我」與「真實我」之間的差異,而這差異可能受到其自尊、網路去抑性、社會認同與自我臨 場感的影響,此為本研究中心所在。 本研究探討Facebook、線上遊戲及網路論壇的使用者,在虛擬與現實世界的自我呈現。 本研究以結構方程模式進行實證分析,透過在車站發放紙本問卷來蒐集樣本,總計回收269 份有效問卷。 研究結果顯示,自我臨場感和社會認同會受到網路去抑性的影響,自尊會負面影響自我 差異(虛擬我、真實我之間的差異),社會認同則正面影響自我差異,而自我臨場感對自我差異 的影響,在Facebook、線上遊戲與網路論壇使用者間,有所差異。 Facebook、線上遊戲與網路論壇使用者間的差異,還出現在網路去抑性、自我臨場感、社 會認同、自我差異。在網路去抑性方面,網路論壇的去抑性大於Facebook,而線上遊戲之去 抑性更勝網路論壇與Facebook;在社會認同方面,Facebook 的社會認同同樣小於網路論壇, 而線上遊戲之社會認同勝過網路論壇與Facebook;在自我臨場感方面,Facebook 則比下網路 論壇及線上遊戲;在自我差異方面,線上遊戲均大於其他二者。 本研究發現線上遊戲、Facebook 以及網路論壇三種虛擬社群中,線上遊戲與現實生活的 連結程度最低,且網路去抑性最高,使用者最能夠透過線上遊戲暫時遠離現實世界帶來的壓 力,而Facebook 與現實生活的連結最高,而網路論壇則居於兩者之間。

並列摘要


With the explosive expansion of the Internet, one can connect with others in another place at any time. Many virtual communities have been created, and people can develop another focus of life. What’s different from the real world is that people may redefine how people see themselves in the virtual world. We started to explore the interaction between the real and virtual selves, in particular the difference between the virtual and real selves affected by self-esteem, online disinhibition,social identity, and self-presence. The purpose of the study is to determine the difference of self-presentation between people who use Facebook, online games and Internet forums. The study utilized a structural equation model to explore the relationships among self-esteem,online disinhibition, self-presence and social identity. We preceded with the questionnaires by paper. A total of 269 usable samples were collected from railway station. SEM analysis shows that online disinhibition is related self-presence and social identity. Virtual self-discrepancy (difference between virtual self and real self) is negatively affected by self-esteem, and positively affected by self-presence (Except Facebook). In addition, virtual self-discrepancy is in turn affected by social identity. In the study, we can explore the difference of online disinhibition, self-presence,social identity and virtual self-discrepancy between users of online games, Internet forums, and Facebook. We found that online disinhibition and social identity in online gamers are greater than those in Internet forums users, which are in turn greater than those in Facebook users. Virtual self-discrepancy is greater in on-line gamers than that in Facebook users or Internet forums users. Self-presence is greater in Facebook users than that in Internet forums users or on-line gamers. We studied the psychological aspects of online games, Facebook, and Internet forums. Among these three types of platform, online games, having the least connection with real life, can relieve the player of pressure resulted from real life. On the contrary, Facebook has the most connection with real life.

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