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    jsp.display-item.identifier=請使用永久網址來引用或連結此文件: http://ir.lib.ncu.edu.tw/handle/987654321/85987


    题名: 影響遊戲實況觀眾之黏著度研究 - 整合心流經驗與錯失恐懼觀點;A Study on the Audience′s Stickiness in the Game Live Streaming – An Integrated Model of Flow Experience and Fear of Missing Out
    作者: 吳彥鋒;Wu, Yen-Feng
    贡献者: 企業管理學系
    关键词: 遠距臨場感;心流經驗;錯失恐懼;黏著度;Telepresence;Flow Experience;Fear of Missing Out;Stickiness
    日期: 2021-08-12
    上传时间: 2021-12-07 11:49:59 (UTC+8)
    出版者: 國立中央大學
    摘要: 隨著電玩遊戲產業的發展,各式各樣的電玩遊戲不斷推陳出新。越來越多遊戲實況會將自身玩遊戲的內容透過遊戲實況平台與觀眾一同分享,與此同時也帶來了巨量的收看。能否在激烈的電玩遊戲市場上將這些收看轉換成觀眾對遊戲的黏著度,成了值得關注的議題。有別於過去討論玩家對遊戲黏著度之研究,本研究以觀眾觀看實況獲得的遠距臨場感為出發點,整合心流經驗與錯失恐懼的觀點,觀察及比較兩者之間的影響力。本研究採用問卷調查法,共計回收有效問卷330份,以線性結構方程式進行研究假說之分析。結果顯示心流經驗中挑戰性是讓觀眾達到心流經驗的重要因素,並會顯著影響自發性的經驗以及對遊戲的黏著度。另一方面,錯失恐懼觀點中,勝任感影響是觀眾聯繫感的主要因素,表示比起降低觀眾的落後感,建立觀眾遊戲的信心會使他們更會去與他人分享並尋求聯繫感,並進而影響對遊戲的黏著度。本研究的研究結果能夠提供學術與企業對於未來遊戲黏著度的參考方向與建議。;With the development of the video game industry, there are various video games launched on the market constantly. More and more game streamers share their game content with the audience through the steaming platform. At the same time, it brings a huge amount of viewings. Whether can these viewings be converted into audience’s stickiness to the game has become a topic worthy of our attention. Different from the previous research on the player’s stickiness to the game, this study is based on the telepresence that the audience obtains from the steaming, and integrating Flow Experience and Fear of Missing Out. Additionally, we observe and compare the influence between them.
    The research model was tested with data collected from 330 audience, and using structural equation modeling (SEM) to validate the causal relationship between variables. The results of this study were summarized as follows. Challenge of the flow experience is an important factor for the audience to reach the flow experience, and will significantly affect the autotelic experience and the stickiness to the game. In Fear of Missing Out, Competence is the main factor in the connectedness. It means that instead of reducing the audience′s sense of falling behind, building up the audience′s confidence in the game will make them more likely to share and seek connectedness with others, which in turn affects the stickiness to the game. The results of this study could provide a reference on academic and practical aspects.
    显示于类别:[企業管理研究所] 博碩士論文

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