完整后设资料纪录
DC 栏位 | 值 | 语言 |
---|---|---|
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 | 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.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 | 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.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.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.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 | 资讯社会研究 | 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 |
显示于类别: | 资讯社会研究 |