Responsive image
博碩士論文 etd-0808123-124708 詳細資訊
Title page for etd-0808123-124708
論文名稱
Title
「擬」為誰著「迷」?探討VTuber虛擬主播之迷群現象
Exploring the fandom phenomenon of VTuber
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
86
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
2023-08-21
繳交日期
Date of Submission
2023-09-08
關鍵字
Keywords
虛擬主播、VTuber、2.5次元、迷群、擬社會關係、支持行為
virtual anchor, VTuber, dimension 2.5, fandom, parasocial relationships, supportive behavior
統計
Statistics
本論文已被瀏覽 124 次,被下載 0
The thesis/dissertation has been browsed 124 times, has been downloaded 0 times.
中文摘要
虛擬領域的討論熱度於近幾年中飛快地成長,熱門的科技類名詞「元宇宙」,讓虛擬領域在社會大眾面前百花齊放,其中直播領域也能運用虛擬人物進行更多元的發展。虛擬主播VTuber在直播領域中成為新興話題。VTuber虛實交錯的特性尤為特殊,學術領域以2.5次元解釋。
本研究旨在探討VTuber的粉絲迷群現象,著重於分析VTuber 2.5次元的特性如何影響粉絲的心理,並進一步瞭解在直播環境下VTuber與觀眾之間所形成的擬社會關係效果。研究方法包括深度訪談法和網絡民族誌,藉此探索粉絲支持VTuber的原因,以及粉絲如何感知VTuber並與之建立情感關聯。此外,本研究亦著重於探討粉絲對VTuber的情感投入,探究VTuber的外表和內在特質如何影響粉絲的情感體驗。透過本研究,試圖理解VTuber粉絲文化的多樣性,以及VTuber個人風格在吸引粉絲上的關鍵角色。
研究結果揭示了VTuber粉絲群體的多種面向,並且揭示了VTuber個人風格對於凝聚粉絲的重要性。再者,本研究更進一步關注了VTuber和粉絲之間的雙向培養行為也深化了對直播領域擬社會關係的研究,因不同粉絲群體的型態中延伸擬社會關係至「擬社會依戀」和「擬社會分手」等狀態,重新詮釋了2.5次元VTuber對於粉絲的全新意義。
Abstract
The discussion and popularity of the virtual field have been rapidly growing in recent years, the trendy technological term "metaverse" bringing virtual spaces into the mainstream consciousness. Live steaming can also use virtual characters for more diversified development. Virtual YouTubers (VTubers) have emerged as a new and intriguing topic in the live streaming domain. The characteristic of VTuber's virtual real interleaving is particularly special, and it is explained in the academic field in 2.5- dimensions(2.5D).
This research aims to explore the phenomenon of fandom surrounding VTubers, with a focus on how the 2.5D nature of VTubers influences the psychology of their fans. Furthermore, the study seeks to understand the parasocial relationships effects formed between VTubers and their audiences within the live streaming environment. The research methods employed include in-depth interviews and Netnography, allowing for an exploration of the reasons behind fans' support for VTubers and how fans perceive VTubers, forming emotional connections with them. Additionally, this study emphasizes investigating fans’ emotional involvement with VTubers, delving into how VTuber outward appearances and inner qualities affect fans' emotional experiences. Through this study, we try to understand the diversity of VTuber fans culture and the key role of VTuber's personal style in attracting fans. The research findings reveal various facets of VTuber fandom and underscore the significance of VTuber personal styles in uniting fans. Furthermore, the study delves into the mutual nurturing behaviors between VTubers and fans, deepening the exploration of parasocial relationships in the live streaming domain. The study extends the concept of parasocial relationships to encompass states such as "parasocial attachment" and "parasocial breakup" within different fan group patterns, reinterpreting the novel significance of 2.5D VTubers for their fans.
目次 Table of Contents
目錄
論文審定書 i
誌謝 ii
摘要 iii
Abstract iv
緒論 1
研究背景與動機 1
研究目的 7
文獻探討 10
VTuber虛擬主播 10
擬人化 11
迷群 14
擬社會關係 17
研究方法 21
網路民族誌 21
深度訪談法 23
資料分析方式 25
資料分析 29
粉絲對VTuber之情感邊界 29
粉絲內在認知 37
粉絲凝聚 42
支持行為 50
結論與建議 57
研究發現 57
理論貢獻 58
實務貢獻 60
研究限制與未來研究方向 61
參考文獻 63
附錄(一) 75
附錄(二) 78
圖次
圖1-1 3
圖1-2 3
圖1-3 6
圖1-4 6
圖4-1 30
圖4-2 31
圖4-3 42
圖4-4 44
圖4-5 45
圖4-6 46
圖4-7 46
圖4-8 51
圖4-9 51
圖4-10 55
圖4-11 55

表次
表(一) 24
表(二) 25
表(三) 27
表(四) 28

參考文獻 References
參考文獻
KOL Radar 網紅數據資料庫(2022年3 月24日)。虛擬網紅崛起帶來新商機, Vtuber 合作的三大行銷策略。KOL Radar。取自:https://www.kolradar.com/blog/trend-sharing/vtuber-marketing-trend/
不大行的幻哀音(2020年10月15日)。直播文化超進化!Vtuber到底在夯什麼?讓我們從頭說起。遊戲角落。取自:https://game.udn.com/game/story/121003/4920613
不大行的幻哀音(2021年12月30日)。現實與虛擬的相絆遺愛 回首Vtuber第一人─「絆愛」。遊戲角落。取自:https://game.udn.com/game/story/122090/5969916
王珮羽(2022年9月4日)。VTuber吸金過千萬很好賺? 揭開2D人物亮麗背後不為人知的陰暗面。數位時代。取自:https://www.bnext.com.tw/article/71398/virtual-streamers-2022-08
王毅、黃文虎(2021)。論 「二次元虛擬偶像」 的後人類呈現。Future,28(4)。
吉田栞 & 文屋敬(2014)。腐女子と夢女子の立ち位置の相違。
多多(2022年12月28日)。NIJISANJI EN「Vox Akuma」力壓群雄,登上2022年SC榜冠軍。遊戲基地。取自:https://news.gamebase.com.tw/news/detail/99405862?fbclid=IwAR2lmPOkgfKZekoz9Ac2HMIaXhjWPmkXpHU9sY1YrUYWbH2vl3Ce30YdqG4
希姆圖文創作(2022年4月22日)。【介紹】POG!英文遊戲實況用語(Part. 1)。VOCUS。取自:https://vocus.cc/article/62544161fd89780001a1466a
志祺七七(2021年11月10日)。Vtuber到底有什麼魔力?中之人是配音員嗎?十分鐘了解Vtuber|志祺七七。簡訊設計。取自:https://blog.simpleinfo.cc/shasha77/what-is-the-magic-of-vtuber-10-minutes-to-understand-vtuber

邱柏玟(2022年3月26日)。36歲百萬YouTuber從不開抖內 結婚獻第一次「3小時賺4629萬」。中時新聞網。取自:https://www.chinatimes.com/realtimenews/20220326003352-260404?chdtv
林海翔(2020)。從媒介物質性視角分析中國虛擬主播產業現狀.。社會科學前沿,9(8),1287-1299。
吳嘉苓(2012)。《社會及行為科學研究法二 質性研究法》。臺北市:東華書局。
洪琴宣(2022年7月25日)。走過VTuber粉絲應援牆:虛擬直播主的魔力從哪裡來?報導者。取自:https://www.twreporter.org/a/vtuber-subculture
洪聖壹(2017年2月8日)。YouTube:直播與Super Chat台灣是用,七大重點教你玩。ETToday新聞。取自:https://www.ettoday.net/news/20170208/862606.htm#ixzz7snzwBumj
范慧如(2020年12月16日)。虛擬網紅的未來進行式。動腦雜誌。取自:https://www.brain.com.tw/news/articlecontent?ID=49457
星藍(2022年12月6日)。虛擬直播熱當道!全球Vtuber數五年突破20,000名。QooApp。取自:https://news.qoo-app.com/post/295508/user-local-vtuber-ranking
胡鵬輝、余富強(2019)。網絡主播與情感勞動:一項探索性研究。新聞與傳播研究,2,38-61。
畢恆達(2010)。《教授為什麼沒告訴我:2010全見版》。臺北市:小畢空 間。
涂銘宏(2016)。ACG 動漫與 2.5 次元文化。文化研究季刊,156,40-41。
陳向明(2009)。社會科學質的研究。臺北市:五南文化事業。
陳志萍(2008)。精進網路研究方法-網路民族誌。圖書資訊學研究,2(2),1-15。
陳建鈞(2021)。一年笑納1億元抖內,VTuber是什麼?Netflix不敢錯過、台灣網路流行語peko也出自它。數位時代。取自https://www.bnext.com.tw/article/62073/vtuber-trend-hololive
陳珮瑜(2021年2月17日)。【讀+數據】vTuber稱霸Youtube抖內排行榜 冠軍去年吸金4千萬。READr 讀+。取自:https://www.readr.tw/post/2539
陳珮瑜(2021年2月17日)。上半族年薪都被它打敗!不是真人、只靠聲音的VTuber為何能竄紅?READr 讀+。取自:https://www.readr.tw/post/2540
陳純德(2021)。漫談 NFT與VTuber:數位發展新趨勢。臺灣經濟研究月刊,44(8),98-106。
陳蘋欣(2021年8 月25日)。這個角色是我老公:夢女世界觀之探討。U-ACG。取自:https://www.u-acg.com/archives/25453
游易霖、方彩欣(2014)。由情感模式探究消費者對虛擬角色認同感的重要性。設計研究學報,7,97-111。
張依(2019)。虛擬偶像直播熱現象探究。新媒體研究,5(17),72-75。
張燕翔、凌燕(2022)。元宇宙中虛擬人相關的心理問題探討。心理技術與應用,10(11),666-672。
曾香慈(2020年6月12日)。《日本IP誇域經營術2》不只是動漫,跨媒體的強大獲利術:二創、2.5次元、聖地巡禮、線上串流。文化內容策進會。取自:https://taicca.tw/article/71e180ba
解迎春(2022)。虛擬偶像的文化賦能及其文化想象。新聞與傳播評論。
楊智仁(2023年7月18日)。台灣「日本電影票房Top 10」全動畫!第一名難超越、柯南佔三部。ETtoday遊戲雲。取自:https://game.ettoday.net/article/2542008.htm
楊政勳(2021年5月21日)。虛擬網紅撫慰癌童心靈 「陪伴感」減輕生理痛苦。鏡週刊。取自:https://www.mirrormedia.mg/story/20210514insight019/?utm_source=feed_related&utm_medium=seven&OpBrowser=1
遊戲角落 芋仔(2022年12月28日)。擠下虎鯨與郊狼!彩虹社VOX Akuma登2022年SC冠軍 前20近半為男團。遊戲角落。取自:https://game.udn.com/game/story/122089/6870340
簡妙如(1996)。過度的閱聽人:「迷之初探」。中正大學電訊傳播研究所。
羅禾淋(2022年1月10日)。【臺漫現場專欄】元宇宙的偶像未來:談虛擬主播VTuber之間的虛實真假。典藏ARTouch。取自:https://artouch.com/artouch-column/content-56661.html
Aggarwal, P., & McGill, A. L. (2007). Is that car smiling at me? Schema congruity as a basis for evaluating anthropomorphized products. Journal of consumer research, 34(4), 468-479.
Airenti, G. (2015). The cognitive bases of anthropomorphism: from relatedness to empathy. International Journal of Social Robotics, 7, 117-127.
Andrejevic, M. (2004). Reality TV: The work of being watched. Rowman & Littlefield Publishers.
Ardhiyansyah, A., Maharani, D. P., Sari, S. P., & Mansur, U. (2021). K-Pop Marketing Tactics That Build Fanatical Behavior. Nusantara Science and Technology Proceedings, 66-70.
Ariely D. (2013). The irrational bundle: Predictably irrational the upside of irrationality and the honest truth a bout dishonesty . New York: Harper Collins Publishers.
Arsenyan, J., & Mirowska, A. (2021). Almost human? A comparative case study on the social media presence of virtual influencers. International Journal of Human-Computer Studies, 155, 102694.
Azuma, H. (2009). Otaku: Japan's database animals. U of Minnesota Press.
Black, D. (2008). The virtual ideal: Virtual idols, cute technology and unclean biology. Continuum, 22(1), 37-50.
Brabham, D. C. (2015). Studying normal, everyday social media. Social Media+ Society, 1(1), 2056305115580484.
Carey, J.(1992). Communication As Culture : Essays on Media and Society. New York: Routledge.
Caughey, J. L. (1978). Artificial social relations in modern America. American Quarterly, 30(1), 70-89.
Caughey, J. L. (1984). Imaginary social worlds: A cultural approach. Lincoln. University of Nebraska Press. Clark-Hines, Darlene 1989 Conference Report. Signs.
Chambers, S. N. I. (2012). Anime: From cult following to pop culture phenomenon. Elon Journal of Undergraduate Research in Communications, 3(2).
Charmaz, K. (2006). Constructing grounded theory. A practical guide through qualitative analysis. London: Sage.
Chavis, D. M., Hogge, J. H., McMillan, D. W., & Wandersman, A. (1986). Sense of community through Brunswik's lens: A first look. Journal of community psychology, 14(1), 24-40.
Chen, C.-C., & Lin, Y.-C. (2018). What drives live-stream usage intention? The perspectives of flow, entertainment, social interaction, and endorsement. Telematics and Informatics, 35(1), 293-303.
Click, M. A., Lee, H., & Holladay, H. W. (2013). Making monsters: Lady Gaga, fan identification, and social media. Popular Music and Society, 36(3), 360-379.
Cohen, J. (2003). Parasocial breakups: Measuring individual differences in responses to the dissolution of parasocial relationships. Mass communication & society, 6(2), 191-202.
Copes, H., & Williams, J. P. (2007). Techniques of affirmation: Deviant behavior, moral commitment, and subcultural identity. Deviant Behavior, 28(3), 247-272.
Dupont, T. (2014). From core to consumer: The informal hierarchy of the skateboard scene. Journal of contemporary ethnography, 43(5), 556-581.
Edwards, C., Edwards, A., Stoll, B., Lin, X., & Massey, N. (2019). Evaluations of an artificial intelligence instructor's voice: Social Identity Theory in human-robot interactions. Computers in Human Behavior, 90, 357-362.
Eliani, J., Yuniardi, M. S., & Masturah, A. N. (2018). Fanatisme dan perilaku agresif verbal di media sosial pada penggemar idola K-Pop. Psikohumaniora: Jurnal penelitian psikologi, 3(1), 59-72.
Epley, N., A. Waytz, and J. T. Cacioppo. (2007). On seeing human: A three-factor theory of anthropomorphism. Psychological Review, 114(4), 864–886.
Eyal, K., & Cohen, J. (2006). When good friends say goodbye: A parasocial breakup study. Journal of Broadcasting & Electronic Media, 50(3), 502-523.
Fang, W. (2013). “Analysis of Word Formation Types of Network Buzzwords Derived from Japanese ACG”. Journal of Hebei North University (Social Science Edition), 3, 14.
Feine, J., Gnewuch, U., Morana, S., & Maedche, A. (2019). A taxonomy of social cues for conversational agents. International Journal of Human-Computer Studies, 132, 138-161.
Fiske,J. (1989). Moments of Television:Neither the Text nor the Audience.' in Seiter,E. et al.(eds.) Remote Control.London and New York: Routledge.
Fiske,J. (1992). 'The Cultural Economy of Fandom.' in Lewis,L.A.(ed)The
Adoring Audience : Fan Culture and Popular Media. London
and New York: Routledge. p.30-49.
Frederick, E., Lim, C. H., Clavio, G., Pedersen, P. M., & Burch, L. M. (2014). Choosing between the one-way or two-way street: An exploration of relationship promotion by professional athletes on Twitter. Communication & Sport, 2(1), 80-99.
Fritz, K., Schoenmueller, V., & Bruhn, M. (2017). Authenticity in branding–exploring antecedents and consequences of brand authenticity. European journal of marketing, 51(2), 324-348.
Gray, J. (2003). New audiences, new textualities: Anti-fans and nonfans.International Journal of Cultural Studies, 6(1), 64–81.
Gray, J., Sandvoss, C., & Harrington, C. L. (2007). Fandom: Identities and communities in a mediated world. NYU Press.
Greenwood, D. N., Pietromonaco, P. R., & Long, C. R. (2008). Young women's attachment style and interpersonal engagement with female TV stars. Journal of Social and Personal Relationships, 25(3), 387-407.
Giard, A. (2021). Sacralize a digital character to enhance its charm? Japanese love games and female fan strategy. Idology in Transcultural Perspective: Anthropological Investigations of Popular Idolatry, 187-214.
Giles, D. C. (2002). Parasocial interaction: A review of the literature and a model for future research. Media psychology, 4(3), 279-305.
Gooch, B. (2008). The communication of fan culture: The impact of new media on science fiction and fantasy fandom.
Hall, J. A. (2018). When is social media use social interaction? Defining mediated social interaction. New Media & Society, 20(1), 162-179.
Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on twitch: fostering participatory communities of play within live mixed media. Proceedings of the SIGCHI conference on human factors in computing systems.
Hamilton, J. R. (2015). The ‘Uncanny Valley’and spectating animated objects. Performance Research, 20(2), 60-69.
Hanus, M. D., & Fox, J. (2015). Persuasive avatars: The effects of customizing a virtual salesperson׳ s appearance on brand liking and purchase intentions. International Journal of Human-Computer Studies, 84, 33-40.
Hartmann, T. (2008). Parasocial interactions and paracommunication with new media characters. In E. A. Konijn, S. Utz, M. Yanis, & S. B. Barnes (Eds.), Mediated interpersonal communication (p. 177e199). New York: Routledge.
Hartmann, T., & Rosaen, S. F. (2015). Parasocial interaction and parasocial relationship: Conceptual clarification and a critical assessment of measures. Human Communication Research, 42(1), 21-44.
Hermes, J. (2008). Re-reading popular culture. John Wiley & Sons.
Hill, A. (2016). Push–pull dynamics: Producer and audience practices for television drama format the bridge. Television & New Media, 17(8), 754-768.
Horton, D., & Richard Wohl, R. (1956). Mass communication and para-social interaction: Observations on intimacy at a distance. Psychiatry, 19(3), 215-229.
Hutson, M. (2012). The 7 laws of magical thinking: How irrationality makes us happy, healthy, and sane. Simon and Schuster.
Jenkins H (1992) Textual Poachers: Television Fans and Participatory Culture. New York:Routledge.
Jenkins, H. (2009). Confronting the challenges of participatory culture: Media education for the 21st century. The MIT Press.
Jenkins, H. (2011). Convergence Culture. Where Old and New Media Collide. Revista Austral de Ciencias Sociales, 20, 129-133.
Jenkins, H. (2012). Textual poachers: Television fans and participatory culture. Routledge.
John Lofland, & Lyn H. Lofland(2005). Analyzing Social Settings: a guide to qualitative observation and analysis.
Johnson, M. R., & Woodcock, J. (2019). ‘It’s like the gold rush’: the lives and careers of professional video game streamers on Twitch. tv. Information, Communication & Society, 22(3), 336-351.
Klimmt, C., Hartmann, T., & Schramm, H. (2006). Parasocial interactions and relationships. In J. Bryant, & P. Vorderer (Eds.), Psychology of entertainment (pp. 291–313).
Kim, J., & Song, H. (2016). Celebrity's self-disclosure on Twitter and parasocial relationships: A mediating role of social presence. Computers in Human Behavior, 62, 570-577.
Koda, T., & Maes, P. (1996). Agents with faces: The effect of personification. Proceedings 5th IEEE international workshop on robot and human communication. RO-MAN'96 TSUKUBA.
Kozinets, R. V. (1997). I want to believe: A netnography of the x-philes’ subculture of consumption. In M. Brucks, & D. MacInnis (Eds.), Advances in consumer research, vol. 24. (pp.470-475). Provo, UT: Association for Consumer Research.
Kozinets, R. V. (1998). On netnography: Initial reflections on consumer research investigations of cyberculture. ACR North American Advances.
Kozinets, R. V. (2001). Utopian enterprise: Articulating the meanings of Star Trek's culture of consumption. Journal of consumer research, 28(1), 67-88.
Kozinets, R. V. (2002). The field behind the screen: Using netnography for marketing research in online communities. Journal of marketing research, 39(1), 61-72.
Kubey, R., & Larson, R. (1990). The use and experience of the new video media among children and young adolescents. Communication Research, 17(1), 107-130.
Labrecque, L. I. (2014). Fostering consumer–brand relationships in social media environments: The role of parasocial interaction. Journal of interactive marketing, 28(2), 134-148.
Laffan, D. A. (2021). Positive psychosocial outcomes and fanship in K-pop fans: A social identity theory perspective. Psychological Reports, 124(5), 2272-2285.
Levy, M. R. (1979). Watching TV news as para‐social interaction. Journal of Broadcasting & Electronic Media, 23(1), 69-80.
Li, F.-L., Zhao, Z., Lu, Q., Lin, X., Chen, H., Chen, B., Pu, L., Zhang, J., Sun, F., & Liu, X. (2021). AliMe Avatar: Multi-modal Content Production and Presentation for Live-streaming E-commerce. Proceedings of the 44th International ACM SIGIR Conference on Research and Development in Information Retrieval.
Lim, J. S., Choe, M., Zhang, J., & Noh, G. (2020). The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games: A Social Cognitive Theory Perspective. Computers in Human Behavior, 108, 106327.
Liu, J., & Wu, B. (2022). A “soul” emerges when AI, AR, and Anime converge: A case study on users of the new anime-stylized hologram social robot “Hupo”. New Media & Society, 14614448221106030.
Liudmila, B. (2020). Designing identity in VTuber era. Virtual Reality International Conference Proceedings.
Lu, Z., Shen, C., Li, J., Shen, H., & Wigdor, D. (2021). More kawaii than a real-person live streamer: understanding how the otaku community engages with and perceives virtual YouTubers. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems.
Mannoni, Octave. 1969. Je sais bien, mais quand-même.... In Clefs pour l’imaginaire ou l’autre scene, 9–33. Paris: Seuil.
Marshall, P. D. (2010). The promotion and presentation of the self: celebrity as marker of presentational media. Celebrity studies, 1(1), 35-48.
Martin, F. (2012). Girls who love boys' love: Japanese homoerotic manga as trans-national Taiwan culture. Inter-Asia Cultural Studies, 13(3), 365-383.
McLaughlin, C., & Wohn, D. Y. (2021). Predictors of parasocial interaction and relationships in live streaming. Convergence, 27(6), 1714-1734.
McMillan, D. W., & Chavis, D. M. (1986). Sense of community: A definition and theory. Journal of community psychology, 14(1), 6-23.
McQuail, D.(1994). McQuail's mass communication theory. (3rd ed.). London:Sage.
McQuail, D., & Windahl, S. (2015). Communication models for the study of mass communications. Routledge.
Miller, D., Sinanan, J., Wang, X., McDonald, T., Haynes, N., Costa, E., Spyer, J., Venkatraman, S., & Nicolescu, R. (2016). How the world changed social media. UCL press.
Molin, V., & Nordgren, S. (2019). Robot or human? The marketing phenomenon of virtual influencers: A case study about virtual influencers’ parasocial interaction on Instagram. In.
Mori, M. (1970). The uncanny valley: the original essay by Masahiro Mori. IEEE Spectrum.
Nowak, K. L., & Biocca, F. (2003). The effect of the agency and anthropomorphism on users' sense of telepresence, copresence, and social presence in virtual environments. Presence: Teleoperators & Virtual Environments, 12(5), 481-494.
Nowak, K. L. (2004). The influence of anthropomorphism and agency on social judgment in virtual environments. Journal of Computer-Mediated Communication, 9(2), JCMC925.
Nowak, K. L., & Rauh, C. (2005). The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction. Journal of Computer-Mediated Communication, 11(1), 153-178.
Okabe, D. (2012). 10. Cosplay, Learning, And Cultural Practice. In Fandom Unbound (pp. 225-248). Yale University Press.
Pan, Y. (2022). Analysis on the Motives Being a Fan or Fandom and the Possible Factor That Some Fans Performed Sasaengpaen/Fanatical Behavior. 2021 International Conference on Social Development and Media Communication (SDMC 2021).
Purington, A., Taft, J. G., Sannon, S., Bazarova, N. N., & Taylor, S. H. (2017). " Alexa is my new BFF" Social Roles, User Satisfaction, and Personification of the Amazon Echo. Proceedings of the 2017 CHI conference extended abstracts on human factors in computing systems.
Reysen, S., & Shaw, J. (2016). Sport fan as the default fan: Why non-sport fans are stigmatized. The Phoenix Papers, 2(2), 234-252.
Rothenbuhler, E. W. (1998). Ritual communication: From everyday conversation to mediated ceremony. (No Title).
Rubin, R. B., & McHugh, M. P. (1987). Development of parasocial interaction relationships.
Rubin, A. M., Perse, E. M., & Powell, R. A. (1985). Loneliness, parasocial interaction, and local television news viewing. Human Communication Research, 12(2), 155-180.
Seymour, M., Yuan, L. I., Dennis, A., & Riemer, K. (2021). Have We Crossed the Uncanny Valley? Understanding Affinity, Trustworthiness, and Preference for Realistic Digital Humans in Immersive Environments. Journal of the Association for Information Systems, 22(3), 9.
Sone, Y. (2014). Canted desire: Otaku performance in Japanese popular culture. Cultural Studies Review, 20(2), 196-222.
Song, W., & Fox, J. (2016). Playing for love in a romantic video game: Avatar identification, parasocial relationships, and Chinese women’s romantic beliefs. Mass Communication & Society, 19(2), 197–215.
Steuer, J., Biocca, F., & Levy, M. R. (1995). Defining virtual reality: Dimensions determining telepresence. Communication in the age of virtual reality, 33, 37-39.
Stever, G. S. (2013). Mediated vs. parasocial relationships: An attachment perspective. Journal of Media Psychology, 17(3), 1-31.
Stever, G. S., & Lawson, K. (2013). Twitter as a way for celebrities to communicate with fans: Implications for the study of parasocial interaction. North American journal of psychology, 15(2).
Stever, G. S. (2017). Parasocial theory: Concepts and measures. The international encyclopedia of media effects, 1-12.
Sugawa-Shimada, A. (2020). Emerging" 2.5-dimensional" Culture: Character-oriented Cultural Practices and" Community of Preferences" as a New Fandom in Japan and Beyond. Mechademia, 12(2), 124-139.
Sullivan, D. (2013). Theory of Culture and Cyber Fandom. In: Australia: Australian National University Press.
Tsai, W.-H. S., & Men, L. R. (2013). Motivations and antecedents of consumer engagement with brand pages on social networking sites. Journal of Interactive Advertising, 13(2), 76-87.
Tulloch, J., & Jenkins, H. (1995). Science fiction audiences: Watching doctor who and star trek. Psychology Press.
Utami, L. S. S., & Winduwati, S. (2020). Fandom and Voluntary “ARMY”: Case Study on BTS Fans in Indonesia. The 2nd Tarumanagara International Conference on the Applications of Social Sciences and Humanities (TICASH 2020).
Whiteman, N. (2009). The de/stabilization of identity in online fan communities. Convergence, 15(4), 391-410.
Wohn, D. Y., & Freeman, G. (2020). Audience management practices of live streamers on Twitch. ACM International conference on interactive media experiences.
Williams, J. P., & Copes, H. (2005). “How edge are you?” Constructing authentic identities and subcultural boundaries in a straightedge internet forum. Symbolic Interaction, 28(1), 67-89.
Williams, M. (2007). Avatar watching: participant observation in graphical online environments. Qualitative research, 7(1), 5-24.
Williams, J. P., & Ho, S. X. X. (2016). “Sasaengpaen” or K-Pop fan? Singapore youths, authentic identities, and Asian media fandom. Deviant Behavior, 37(1), 81-94.
Xie,X.-Q. (2008). “Research on Interaction of Cartoon and Games in ACG Culture”. Sichuan University of Arts and Science Journal, 5, 018.
Yan, Q., & Yang, F. (2021). From parasocial to parakin: Co-creating idols on social media. New Media & Society, 23(9), 2593-2615.
Zhang, Q., & Negus, K. (2020). East Asian pop music idol production and the emergence of data fandom in China. International Journal of Cultural Studies, 23(4), 493-511.
Zhao, Z. (2022). The Live Commerce of VTuber. 2022 5th International Conference on Humanities Education and Social Sciences (ICHESS 2022).
Zhou, X. (2020). Virtual youtuber kizuna ai: co-creating human-non-human interaction and celebrity-audience relationship.
Zillmann D., & Bryant J (1985) Selective Exposure to Communication. Hillsdale, NJ: Lawrence Erlbaum.

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 2026-09-08
校外 Off-campus:開放下載的時間 available 2026-09-08

您的 IP(校外) 位址是 3.138.114.132
現在時間是 2024-05-17
論文校外開放下載的時間是 2026-09-08

Your IP address is 3.138.114.132
The current date is 2024-05-17
This thesis will be available to you on 2026-09-08.

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 2026-09-08

QR Code