本研究旨在探討Coser的傳播快感與現實幸福感之間的關係,本研究以520位Coser為研究對象,其中活動現場填答的Coser為231位,網路填答的Coser為289位。本研究採用問卷調查法進行資料蒐集,所使用研究工具包括Coser傳播快感量表與現實幸福感量表,所得資料以描述性統計、t檢定、單因子變異數分析、Pearson積差相關,以及階層多元迴歸分析等統計方法進行分析。 本研究主要發現如下:一、Coser參與Cosplay時間平均為兩年九個月;平均一年出角次數為11.27次;喜愛某角色而參與Cosplay的同意程度為4.66。二、不同年齡層、參與Cosplay時間、出角次數與填答場合的Coser在傳播快感上有達到顯著差異。三、不同性別、年齡層與填答場合的Coser在現實幸福感上有顯著差異。四、Coser的傳播快感與其現實幸福感有達到顯著,但為低度相關。五、分別將現實幸福感與傳播快感作為依變項,相較之下傳播快感預測現實幸福感的結果比現實幸福感預測傳播快感更具有解釋力。六、活動現場填答的Coser其預測變項對現實幸福感的解釋力高於網路填答的Coser。根據以上研究發現,本研究進一步提供未來研究及實務上之建議。
The purpose of this study was to investigate the relationship between communication pleasure and happiness for Cosers. The participants in this study were 520 Cosers, including 231 from Cosplay(Costume Play) activities and 289 from the internet. They completed the questionnaire that includes Communication Pleasure Scale and Happiness Scale. The data was analyzed by descriptive statistics, t-test, one-way ANOVA, Pearson product-moment correlation, and sequential multiple regression analysis. The main results were found as follows:(1)The average time for Cosers participating in Cosplay is 2.75 years; role playing time is 11.27 per year; degree level about Cosers participate in Cosplay due to their favorite role to attend the Cosplay is 4.66.(2)Cosers with different ages, different time of Cosers participating, different role playing time and different filling questionnaire environment are significantly different in the communication pleasure scale. (3)Cosers with different genders, different ages, and different filling questionnaire environment are significantly different in the happiness scale.(4)There is a significant correlation between communication pleasure and happiness for Cosers, but the correlation is low.(5)Using happiness and communication pleasure as a dependent variable to run the test separately, the result shows the prediction of communication pleasure to happiness is better than the prediction of happiness to communication pleasure.(6)The dependent variable, happiness, has more significant explanation in the Cosplay activities interview than on the internet questionnaire collection.According to the findings, some suggestions are given to further research and implications for practices.