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    請使用永久網址來引用或連結此文件: https://ir.lib.ncu.edu.tw/handle/987654321/110597


    題名: PLAYING BETTER, STAYING LONGER: SOCIAL AFFORDANCES, SKILL, AND GAME ENGAGEMENT;PLAYING BETTER, STAYING LONGER: SOCIAL AFFORDANCES, SKILL, AND GAME ENGAGEMENT
    作者: 林家徽;HUY, LAM GIA
    貢獻者: 國際經營管理碩士學位學程
    關鍵詞: 社交可供性;遊戲忠誠度;玩家技能;social affordances;game loyalty;player skill
    日期: 2026-07-09
    上傳時間: 2026-10-20 16:10:43 (UTC+8)
    出版者: 國立中央大學
    摘要: 線上遊戲忠誠度是遊戲產業的核心議題,然而社交可供性驅動玩家忠誠度的機制仍有待深入探討,尤其是在玩家能力差異顯著的競技多人遊戲情境中。本研究運用「需求—可供性—功能」(NAF)架構與社會認知理論(SCT),探討社交化、團隊合作及人際關係三種社交可供性如何影響玩家忠誠度與實際遊戲使用行為,並檢驗玩家技能水準是否調節上述關係。為驗證所提模型,本研究蒐集臺灣413位《英雄聯盟》玩家的問卷資料與客觀行為紀錄,並以偏最小平方結構方程模型(PLS-SEM)進行分析。結果顯示,社交化與團隊合作可供性對遊戲忠誠度具有顯著正向預測力,而人際關係可供性則無顯著影響。遊戲忠誠度進一步顯著提升客觀記錄的實際遊戲使用量。基於技能水準的子群體分析進一步揭示,技能水準以不同方式調節可供性與忠誠度之間的關係:社交化可供性透過補償性動機機制,對低技能玩家的忠誠度具有更強的驅動效果;而團隊合作可供性僅對能夠發揮其合作潛力的高技能玩家具有忠誠度相關性。人際關係可供性在不同技能水準下均未達顯著。本研究藉由識別使用者能力與情境規範如何共同決定可供性是否得以實現,拓展了NAF架構的理論邊界;同時透過展示個人效能與社交可供性之間的補償—替代交互作用,豐富了社會認知理論的內涵。研究發現為遊戲開發者設計能夠提升不同玩家族群忠誠度的社交功能提供了具體可行的參考依據。
    關鍵詞: 社交可供性、遊戲忠誠度、玩家技能、需求—可供性—功能架構、社會認知理 論、PLS-SEM、英雄聯盟、線上遊戲;Online game loyalty is a central concern for the game industry, yet the mechanisms through which social affordances drive player loyalty remain underexplored, particularly in competitive multiplayer contexts where players differ markedly in competence. This study applied the Needs– Affordances–Features (NAF) framework and Social Cognitive Theory (SCT) to investigate how three social affordances—socializing, teamwork, and relationship—influence player loyalty and actual game usage in a MOBA game, and whether player skill level moderates these relationships. To test the proposed model, we collected survey data and objective behavioral records from 413 League of Legends players in Taiwan and analyzed them using Partial Least Squares Structural Equation Modeling (PLS-SEM). The results indicate that socializing and teamwork affordances positively and significantly predict game loyalty, while relationship affordance does not. Game loyalty, in turn, significantly increases objectively recorded actual game usage. Skill-based subgroup analysis further reveals that skill level moderates the affordance–loyalty relationships in distinct ways: socializing affordance drives loyalty more strongly for low-skill players through a compensatory motivational mechanism, whereas teamwork affordance is loyalty-relevant only for high-skill players who can enact its cooperative potential. Relationship affordance remains nonsignificant regardless of skill level. This study extends the NAF framework by identifying how user competence and contextual norms jointly determine whether affordances are actualized, and enriches SCT by demonstrating a compensatory-substitutive interaction between personal efficacy and social affordances. The findings offer actionable insights for game developers seeking to design social features that enhance loyalty across diverse player segments.
    Keywords: social affordances, game loyalty, player skill, Needs–Affordances–Features framework, Social Cognitive Theory, PLS-SEM, League of Legends, online games
    顯示於類別:[國際經營管理碩士學位學程] 博碩士論文

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