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作者(中):邱奕明
作者(英):Chiu, Yi-Ming
論文名稱(中):以自我決定理論探討實況中遊戲情境、遊戲結果及帶入感對遊戲實況享樂的交互作用
論文名稱(英):The Interaction of Game Context, Game Outcome, and Identification on the Enjoyment of Game Live-Streaming
指導教授(中):張卿卿
指導教授(英):Chang, Ching-Ching
口試委員:林日璇
林芝璇
口試委員(外文):Lin, Rih-Syuan
Lin, Jhih-Syuan
學位類別:碩士
校院名稱:國立政治大學
系所名稱:傳播學院傳播碩士學位學程
出版年:2022
畢業學年度:111
語文別:中文
論文頁數:95
中文關鍵詞:遊戲實況實況遊戲情境實況遊戲結果帶入感自我決定理論勝任感連結感
Doi Url:http://doi.org/10.6814/NCCU202201662
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  隨 2019 年新型冠狀病毒肺炎(COVID-19)在全球蔓延,民眾對遊戲及遊戲 實況等娛樂活動的需求增加。然而,過去關於遊戲實況的文獻多在探究觀眾們觀 看實況之動機,鮮少有文獻探討實況中遊戲內容對觀眾的影響。本文從自我決定 理論的角度切入,欲考察「觀眾之帶入感」、實況中「遊戲情境」和「遊戲結 果」對觀眾「勝任感」及「連結感」的作用,試圖說明觀眾是如何透過觀看遊戲 實況獲得「享樂感」的。
  本研究採用 2(實況遊戲情境:競爭 vs. 合作)× 2(實況遊戲結果:贏 vs. 輸)之雙因子組間設計,並依據受試者的帶入感分數將受試者分為「高帶入」和 「低帶入」兩組,以檢視三層交互作用之效果。實驗招募 128 位「曾觀看過遊戲 實況」之受試者填寫問卷。研究結果顯示:對低度帶入實況主的觀眾而言,在競 爭情境下,看見輸的結果會比看見贏的結果有更高程度的連結感,且連結感會正 向地影響享樂感。額外分析中則發現:享樂感除了源自於觀眾對實況主的帶入 感,也來自於觀眾在連結感上的需求滿足。需注意的是連結感分數普遍偏低,分析結果應更加保守謹慎對待。
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的與問題 4
第二章 文獻回顧 6
第一節 概念化遊戲實況 6
第二節 自我決定理論與遊戲實況 7
第三節 實況中遊戲情境、遊戲結果與內在需求的關係 10
第四節 媒體享樂與內在需求 17
第五節 觀眾對實況主之帶入 18
第三章 研究方法 21
第一節 研究架構 21
第二節 實驗設計 22
第三節 實驗刺激物前測 23
第四節 正式施測刺激物 39
第五節 招募對象 39
第六節 正式施測流程 40
第七節 正式施測量表 41
第四章 研究結果分析 47
第一節 實驗受試者樣本 47
第二節 量表信度 49
第三節 操弄檢定 49
第四節 假設檢定 51
第五章 結論 59
第一節 研究發現與討論 59
第二節 學術與實務貢獻 65
第三節 研究限制與未來建議 66
第六章 參考文獻 69
附錄一 前測問卷 81
附錄二 正式施測問卷 86
中文部分
林日璇(2019)。〈因為Jimmy Kimmel想知道:遊戲實況觀看動機預測觀看時間及愉悅感〉,《資訊社會研究》,36:39-73。
施琬妤(2017)。《看別人玩電動很有趣?以自我決定理論探討遊戲實況平台感知互動、社會臨 場感和觀看愉悅感之關係》。交通大學傳播研究所碩士論文。
曹家榮(2013)。〈理解技術實作:現象學取徑初探〉,《社會分析》,7:1-43。
蔡佳蒓(2019)。《合作點好嗎?從自我決定理論探討在《OVERCOOKED》合作模擬遊戲中目標結構與玩家類型對享樂感與未來合作意願的影響》。政治大學傳播學院傳播碩士學位學程碩士論文。
謝廷昊(2020)。《無聲的參與?Twitch遊戲實況「潛水者」參與行為之初探》。政治大學傳播學院傳播碩士學位學程碩士論文。

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