Responsive image
博碩士論文 etd-0426125-221528 詳細資訊
Title page for etd-0426125-221528
論文名稱
Title
使用中立化技術與遊戲動機探討外掛使用者如何影響一般玩家的遊戲感受與行為
Neutralization Theory and Gaming Motivation: A Study on How Cheaters Affect the Gaming Experience and Behavior of Regular
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
35
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2025-05-08
繳交日期
Date of Submission
2025-05-26
關鍵字
Keywords
遊戲動機、中立化技術、使用外掛意圖、檢舉意圖、侵略行為
gaming motivation, neutralization techniques, cheating intention, reporting intention, aggressive behavior
統計
Statistics
本論文已被瀏覽 213 次,被下載 0
The thesis/dissertation has been browsed 213 times, has been downloaded 0 times.
中文摘要
線上遊戲不免出現外掛使用者,且這些使用遊戲外掛的行為會對其他玩家在遊戲體驗上產生嚴重的影響,不僅可能使一般玩家產生出侵略性的行為,甚至可能影響一般玩家成為外掛使用者。本研究以英雄聯盟遊戲,一款MOBA (multiplayer online battle arena) 類型的團隊競技遊戲為例,使用中立化理論以及遊戲動機來探討遊戲玩家的遊戲感受以及行為是如何受到外掛使用者影響。本研究透過169份有效問卷並使用partial least squares (PLS) 分析各構面之關係,數據分析結果顯示中立化技術會提升一般遊戲玩家的正面預期反應 (同情、享樂),並降低遊戲玩家的負面預期反應 (檢舉意圖、侵略行為),享樂以及侵略行為則是分別對使用外掛意圖造成顯著正面影響。


Abstract
Abstract
Some online games cheat during the online game and such cheating behavior could affect the gaming experience of other players. This study uses the context of the MOBA (multiplayer online battle arena) game "League of Legends” and considers how players' gaming experiences and behaviors are affected by online game players from the same team through the lens of neutralization theory and gaming motivation. The study uses 169 survey responses and applies partial least squares (PLS) analysis to examine the relationships between the various constructs. The data analysis results show that neutralization techniques increase regular players' positive anticipated responses (sympathy and enjoyment) and decrease their negative anticipated responses (reporting intention and aggressive behavior). Enjoyment and aggressive behavior have a significant positive impact on the intention to use cheats.


目次 Table of Contents
目錄
論文審定書i
誌謝ii
摘要iii
Abstractiv
目錄v
圖目錄vii
表目錄viii
第一章緒論1
第二章文獻探討與假說建立3
第一節遊戲動機3
第二節中立化技術3
一、受害者之否認 (Denial of victim)4
二、尋求更高忠誠(Appeal to Higher Loyalties)4
三、對非難者之非難(Condemnation of the Condemners)4
第三節遊戲動機與中立化技術的關係4
第四節預期反應5
一、檢舉意圖5
二、侵略行為5
三、同情5
四、享樂5
第五節遊戲動機與預期反應的關係6
第六節中立化技術與預期反應的關係6
第七節遊戲動機與其它變數的關係7
第三章研究方法9
第一節研究架構與假說路徑9
第二節英雄聯盟10
第三節研究構面11
第四節操作型定義與題項12
第五節問卷測量與分析工具14
第四章數據分析15
第一節 樣本結構15
第二節 研究構面分析16
第三節 假說驗證20
第五章結論與建議22
第一節討論22
第二節實務意涵23
第三節研究限制與未來研究建議方向23
參考文獻24


參考文獻 References
Ajzen, I. (2020). The theory of planned behavior: Frequently asked questions. Human Behavior and Emerging Technologies, 2(4), 314–324.
Erlandsson, A., Björklund, F., & Bäckström, M. (2015). Emotional reactions, perceived impact and perceived responsibility mediate the identifiable victim effect, proportion dominance effect and in-group effect respectively. Organizational Behavior and Human Decision Processes, 127, 1–14.
Asano, R., Tsukamoto, S., Igarashi, T., & Huta, V. (2021). Psychometric properties of measures of hedonic and eudaimonic orientations in Japan: The HEMA scale. Current Psychology, 40, 390–401.
Batson, C. D., Fultz, J., & Schoenrade, P. A. (1987). Distress and empathy: Two qualitatively distinct vicarious emotions with different motivational consequences. Journal of Personality, 55(1), 19–39.
Bennett, R. R., & Wiegand, R. B. (1994). Observations on crime reporting in a developing nation. Criminology, 32(1), 135–148.
Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103–109.
Brunner, T. A. (2014). Applying neutralization theory to fair trade buying behaviour. International Journal of Consumer Studies, 38(2), 200–206.
Chen, V. H. H., & Ong, J. (2018). The rationalization process of online game cheating behaviors. Information, Communication & Society, 21(2), 273–287.
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989).User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 982–1003.
Das, S. S., & Kumar, V. (2021).Perceived severity, fear of retaliation, and suspect report intention of general public during COVID-19 pandemic: A moderated moderation analysis. Journal of Public Affairs, 21(3), e2734.
Fishbein, M., & Ajzen, I. (1975).Belief, attitude, intention, and behavior: An introduction to theory and research. Reading, MA: Addison-Wesley.
Haidt, J. (2003).The moral emotions. In R. J. Davidson, K. R. Scherer, & H. H. Goldsmith (Eds.), Handbook of Affective Sciences (pp. 852–870). Oxford: Oxford University Press.
Hamari, J., & Sjöblom, M. (2017).What is eSports and why do people watch it? Internet Research, 27(2), 211–232.
Harris, L. C., & Dumas, A. (2009).Online consumer misbehaviour: An application of neutralization theory. Marketing Theory, 9(4), 379–402.
Kapoor, P. S., Balaji, M. S., Maity, M., & Jain, N. K. (2021).Why consumers exaggerate in online reviews? Moral disengagement and dark personality traits. Journal of Retailing and Consumer Services, 60, 102496.
Kim, H. R., & Yoon, S. Y. (2020).How to help crowded destinations: Tourist anger vs. sympathy and role of destination social responsibility. Sustainability, 12(6), 2358.
Lee, S. J., Jeong, E. J., Lee, D. Y., & Kim, G. M. (2021).Why do some users become enticed to cheating in competitive online games? An empirical study of cheating focused on competitive motivation, self-esteem, and aggression. Frontiers in Psychology, 12, 768825.
Lou, T., Zu, Y., & Zhu, L. (2020).A study of motivation and team member selection in online games. Asia Pacific Journal of Marketing & Logistics, 32(6), 1286–1304.
Marçal Mora-Cantallops, M., & Sicilia, M.-Á. (2018).MOBA games: A literature review. Entertainment Computing, 26, 128–138.
O’Boyle, T. (2019).Protecting self-image: The rationalization of cheating in an international billiard league. Deviant Behavior, 40(8), 1020–1030.
Rogers, J. W., & Buffalo, M. D. (1974).Neutralization techniques: Toward a simplified measurement scale. Pacific Sociological Review, 17(3), 313–331.
Sally, D. (2001).On sympathy and games. Journal of Economic Behavior & Organization, 44(1), 1–30.
Siponen, M., & Vance, A. (2010).Neutralization: New insights into the problem of employee systems security policy violations. MIS Quarterly, 34(3), 487–502.
Sykes, G. M., & Matza, D. (1957).Techniques of neutralization: A theory of delinquency. American Sociological Review, 22(6), 664–670.
Tan, W. K., & Chen, L. M. (2022).That's not my fault: Excuses given by players exhibiting in-game intra-team aggressive behavior in online games. Computers in Human Behavior, 127, 107045.
Venkatesh, V. (2000).Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model. Information Systems Research, 11(4), 342–365.
Wong, P., Vanharanta, M., Wan, C., & Lo, M. F. (2023).“Not me” consumer justifications for not reporting suspected price-fixing activities: Neutralization techniques and counterstrategies. Journal of Consumer Behaviour, 22(6), 1509–1524.
Wu, J., & Liu, D. (2007). The effects of trust and enjoyment on intention to play online games. Journal of Electronic Commerce Research, 8(2), 128–140.
Yahyavi, A., & Kemme, B. (2013). Peer-to-peer architectures for massively multiplayer online games: A survey. ACM Computing Surveys, 46(1), Article 9, 51 pages.
Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772–775.
電子全文 Fulltext
本電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。
論文使用權限 Thesis access permission:自定論文開放時間 user define
開放時間 Available:
校內 Campus:開放下載的時間 available 2028-05-26
校外 Off-campus:開放下載的時間 available 2028-05-26

您的 IP(校外) 位址是 18.97.14.87
現在時間是 2026-09-15
論文校外開放下載的時間是 2028-05-26

Your IP address is 18.97.14.87
The current date is 2026-09-15
This thesis will be available to you on 2028-05-26.

紙本論文 Printed copies
紙本論文的公開資訊在102學年度以後相對較為完整。如果需要查詢101學年度以前的紙本論文公開資訊,請聯繫圖資處紙本論文服務櫃台。如有不便之處敬請見諒。
開放時間 available 2028-05-26

QR Code