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dc.contributor.author林日璇zh_TW
dc.contributor.authorJih-Hsuan Tammy Linen_US
dc.date.accessioned2020-08-25T00:54:09Z-
dc.date.available2020-08-25T00:54:09Z-
dc.date.issued2019-01en_US
dc.identifier.issn1680-8428en_US
dc.identifier.urihttp://ccis.nctu.edu.tw/issue.asp?P_No=47en_US
dc.identifier.urihttp://ccis.nctu.edu.tw/issueArticle.asp?P_No=47&CA_ID=413en_US
dc.identifier.urihttp://dx.doi.org/10.29843/JCCIS.201901_(36).0004en_US
dc.identifier.urihttp://hdl.handle.net/11536/154770-
dc.description.abstract游戏实况是目前受欢迎的娱乐,包含专业电竞及休闲游戏游玩。本研究透过自我决定理论及使用与满足架构,探索阅听人观看游戏实况的动机。透过 383 位台湾大学生的问卷样本,10 项观看动机为: 观察学习、社交互动、避免压力、避免唤起、缺乏胜任感、追随潮流、寻求资讯、打发时间、迷、及习惯。这些动机解释游戏实况观看愉悦感 47.5% 的变异性。一些游戏实况观看动机与实际主动游玩游戏及运动观看的动机不同。游戏实况观看是阅听人替代主动游玩游戏的策略,是共同游玩的一种方式,其特色在于透过实况主、观看者、及观看社群之间的互动所创造出来的共同经验以及合作式共创游玩内容。本研究提出由理论发展的游戏观看动机量表,并提出其应用方式及未来研究方向。zh_TW
dc.description.abstractGame 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.isozh_TWen_US
dc.publisher国立交通大学传播与科技学系zh_TW
dc.publisher台湾资讯社会研究学会zh_TW
dc.publisherDepartment of Communication & Technology at National Chiao Tung Universityen_US
dc.publisherTaiwan Academy for Information Society.en_US
dc.subjectTwitchzh_TW
dc.subject自我决定理论zh_TW
dc.subject使用与满足zh_TW
dc.subject愉悦感zh_TW
dc.subject游戏实况zh_TW
dc.subject观看动机zh_TW
dc.subjectenjoymenten_US
dc.subjectgame streamingen_US
dc.subjectmotivationen_US
dc.subjectself-determination theoryen_US
dc.subjectTwitchen_US
dc.subjectuses and gratificationsen_US
dc.title因为Jimmy Kimmel想知道:游戏实况观看动机预测观看时间及愉悦感zh_TW
dc.titleBecause Jimmy Kimmel Wants to Know: Motivations for Watching Game Streaming as Predictors of Viewing Time and Enjoymenten_US
dc.typeCampus Publicationsen_US
dc.identifier.doi10.29843/JCCIS.201901_(36).0004en_US
dc.identifier.journal资讯社会研究zh_TW
dc.identifier.journalThe Journal of Information Societyen_US
dc.citation.issue36en_US
dc.citation.spage39en_US
dc.citation.epage74en_US
显示于类别:资讯社会研究


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