完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.author | 林日璇 | zh_TW |
dc.contributor.author | Jih-Hsuan Tammy Lin | en_US |
dc.date.accessioned | 2020-08-25T00:54:09Z | - |
dc.date.available | 2020-08-25T00:54:09Z | - |
dc.date.issued | 2019-01 | en_US |
dc.identifier.issn | 1680-8428 | en_US |
dc.identifier.uri | http://ccis.nctu.edu.tw/issue.asp?P_No=47 | en_US |
dc.identifier.uri | http://ccis.nctu.edu.tw/issueArticle.asp?P_No=47&CA_ID=413 | en_US |
dc.identifier.uri | http://dx.doi.org/10.29843/JCCIS.201901_(36).0004 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/154770 | - |
dc.description.abstract | 遊戲實況是目前受歡迎的娛樂,包含專業電競及休閒遊戲遊玩。本研究透過自我決定理論及使用與滿足架構,探索閱聽人觀看遊戲實況的動機。透過 383 位台灣大學生的問卷樣本,10 項觀看動機為: 觀察學習、社交互動、避免壓力、避免喚起、缺乏勝任感、追隨潮流、尋求資訊、打發時間、迷、及習慣。這些動機解釋遊戲實況觀看愉悅感 47.5% 的變異性。一些遊戲實況觀看動機與實際主動遊玩遊戲及運動觀看的動機不同。遊戲實況觀看是閱聽人替代主動遊玩遊戲的策略,是共同遊玩的一種方式,其特色在於透過實況主、觀看者、及觀看社群之間的互動所創造出來的共同經驗以及合作式共創遊玩內容。本研究提出由理論發展的遊戲觀看動機量表,並提出其應用方式及未來研究方向。 | zh_TW |
dc.description.abstract | Game streaming that features professional and casual game play shared by players has become a popular form of entertainment. This study explores the motivations for watching game streaming through self-determination theory and the uses and gratification framework. A sample of 383 Taiwanese university students revealed 10 factors: observational learning, social interaction, stress avoidance, arousal avoidance, incompetence, trend following, information seeking, time killing, fandom, and habit. These factors explained 47.5% of the variance in viewer enjoyment. Some motivations of viewers differ from those of individuals engaged in active game play or traditional sports viewing. Watching game streaming is a tactic employed by audiences as a substitute for active game play and is a strategic approach for engaging in entertainment. The shared experience and collaborative creation of game content through interactions among streamers, spectators, and the community are unique features of game streaming and an example of “tandem play.” This study proposes a theoretically informed game streaming motivation scale, thereby contributing to the literature and indicating directions for future research.The applicability and implications of this scale are discussed. | en_US |
dc.language.iso | zh_TW | en_US |
dc.publisher | 國立交通大學傳播與科技學系 | zh_TW |
dc.publisher | 台灣資訊社會研究學會 | zh_TW |
dc.publisher | Department of Communication & Technology at National Chiao Tung University | en_US |
dc.publisher | Taiwan Academy for Information Society. | en_US |
dc.subject | Twitch | zh_TW |
dc.subject | 自我決定理論 | zh_TW |
dc.subject | 使用與滿足 | zh_TW |
dc.subject | 愉悅感 | zh_TW |
dc.subject | 遊戲實況 | zh_TW |
dc.subject | 觀看動機 | zh_TW |
dc.subject | enjoyment | en_US |
dc.subject | game streaming | en_US |
dc.subject | motivation | en_US |
dc.subject | self-determination theory | en_US |
dc.subject | Twitch | en_US |
dc.subject | uses and gratifications | en_US |
dc.title | 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 | zh_TW |
dc.title | Because Jimmy Kimmel Wants to Know: Motivations for Watching Game Streaming as Predictors of Viewing Time and Enjoyment | en_US |
dc.type | Campus Publications | en_US |
dc.identifier.doi | 10.29843/JCCIS.201901_(36).0004 | en_US |
dc.identifier.journal | 資訊社會研究 | zh_TW |
dc.identifier.journal | The Journal of Information Society | en_US |
dc.citation.issue | 36 | en_US |
dc.citation.spage | 39 | en_US |
dc.citation.epage | 74 | en_US |
顯示於類別: | 資訊社會研究 |