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論文名稱 Title |
讀者對在社群媒體張貼之遊戲相關自殘文的看法 Readers' viewpoint on the game related self-harm articles posted on social media |
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系所名稱 Department |
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畢業學年期 Year, semester |
語文別 Language |
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學位類別 Degree |
頁數 Number of pages |
47 |
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研究生 Author |
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指導教授 Advisor |
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召集委員 Convenor |
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口試委員 Advisory Committee |
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口試日期 Date of Exam |
2023-05-10 |
繳交日期 Date of Submission |
2023-05-24 |
關鍵字 Keywords |
線上遊戲、遊戲動機、社交、成就感、數位自殘、訊息可信度、情感支持 MMORPG, digital self-harm, game motivation, social, achievement, message credibility, emotional support |
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統計 Statistics |
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中文摘要 |
玩電玩本應是能夠使人放鬆、緩解壓力的,但近年卻出現因玩電玩而導致引發數位自殘的現象,也就是透過文字,在社群媒體中發布有關自我放棄以及辱罵自己的自殘文章。本研究以英雄聯盟遊戲為例 (為一款MMORPG類型的遊戲),並設計出成就感與社交兩種引發貼文者發布自殘文之情境,且主要從讀者的角度去探討,當讀者閱讀完貼文者在特定情境下所發布的自殘文後,會對貼文者發文動機有何判斷,進而影響到自己認為該篇貼文的訊息可信度以及內心產生何種感受,導致最後讀者是否給予正向回應。本研究透過前測問卷模擬出一篇成就感情境貼文與一篇社交情境貼文,接著以問卷方式取得445份 (成就感229份、社交216份) 有效問卷,再進一步使用 Partial Least Squares 方法來找出各構面之間的關係。最後透過實證數據可以得知,讀者對於貼文者的動機判斷是影響讀者認為訊息的可信度、閱讀文章後產生的感受以及最終是否願意給予貼文者情感支持的重要因素。除此之外,當訊息可信度越高會促使著讀者產生同情心,理解貼文者所遭遇的處境,並且能夠更進一步使得讀者願意去給予貼文者情感上的支持。最後,兩種情境皆是在遊玩電玩中產生,但在不同的情境中讀者的反應有著明顯差異,尤其是在社交情境上,讀者普遍認為文章的可信度較高,但反應也較為強烈,相較於成就感情境是能夠獲取讀者更多的同情,以及在情感上的支持。 |
Abstract |
While playing video games is supposed to be relaxing and stress relieving, in recent years, the phenomenon of digital self-harm has emerged as a result of playing video games. Self-harm articles involve self-abandonment and insulting oneself in social media through text. This study uses the League of Legends game (an massively multiplayer online role-playing game) as an example and designs two scenarios in which the posters' self-harm is triggered by the sense of achievement and social interaction. The context of the scenarios in turn affects how credible the readers think the message is and how they feel about it, leading to whether the reader gives a positive response. This study obtained the relevant data through questionnaires and partial least squares method was used to analyze the data. The results show that there are significant differences in readers' responses in different scenarios, especially involving the social interaction context, where readers generally find the posts more credible and are able to gain more sympathy and emotional support from readers than in achievement context, but also react more strongly if they think the authors of the self-harm articles are written for purposes such as just having fun. |
目次 Table of Contents |
論文審定書 i 摘要 ii Abstract iii 目錄 iv 圖次 vi 表次 vii 第一章 緒論 1 第二章 文獻探討與假說建立 4 第一節 MMORPG 4 第二節 數位自殘簡介 5 第三節 對貼文者的動機判斷 6 第四節 訊息可信度 7 第五節 讀者的感受 8 第六節 情感上的支持 10 第三章 研究方法 12 第一節 研究架構與假說路徑 12 第二節 研究構面 12 第三節 操作型定義及研究問項 13 第四節 問卷施測與分析工具 17 第四章 數據分析 20 第一節 樣本結構 20 第二節 研究構面分析 22 第三節 假說驗證 27 第五章 結論與建議 32 第一節 結論與討論 32 第二節 實務意涵 33 第三節 研究限制與未來研究建議 34 參考文獻 36 |
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