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研究生:王藝惠
研究生(外文):WANG, YI-HUI
論文名稱:人際互動對社會資本及健康的影響-以地理定位擴增實境遊戲為例
論文名稱(外文):The Effects of Interpersonal Interaction on Social Capital and Health – A Case Study of Location-Based Augmented Reality Games
指導教授:廖則竣廖則竣引用關係
指導教授(外文):LIAO, CHE-CHEN
口試委員:翁頌舜陶蓓麗廖則竣
口試委員(外文):WENG, SUNG-SHUNTO, PUI-lAILIAO, CHE-CHEN
口試日期:2017-07-04
學位類別:碩士
校院名稱:國立中正大學
系所名稱:資訊管理學系碩士在職專班
學門:電算機學門
學類:電算機一般學類
論文種類:學術論文
論文出版年:2017
畢業學年度:105
語文別:中文
論文頁數:82
中文關鍵詞:地理定位擴增實境遊戲人際吸引力社會資本健康
外文關鍵詞:Location-based augmented reality gamesInterpersonal attractionSocial capticalHealth
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地理定位擴增實境(LBS+AR)遊戲已成為主要的娛樂之一。本研究探討了LBS+AR遊戲玩家的社交互動如何影響社會資本和健康。根據遊戲市場研究報告指出,遊戲的社交互動對玩家很重要,也是參與遊戲最大的動機之一。LBS+AR遊戲具有一些獨特的特色(如移動性),它可以使玩家面對面互動,產生更友好的社交關係。
本研究採用網路問卷調查法,蒐集到647份有效問卷(43.4%的女性),並以結構方程模式來驗證研究模式內各變數間的影響關係。研究結果:透過因素分析顯示四個人際吸引力要素:能力、接近性、相似性、熟悉度都具代表性;人際吸引力對玩家的結合型社會資本與橋接型社會資本有顯著的正向影響;結合型社會資本與橋接型社會資本對玩家的心理和社交健康有顯著的正向影響。研究結果對學術理論與實務面都有良好的啟示。
LBS+AR game have become a major form of entertainment. The present study examines how LBS+AR game how player's social interaction associated with social capital and health. Gamers report that the social side of gaming is important to them and one of the strongest motivators to engage in gaming. LBS+AR games has some unique affordaneces (e.g., mobility), It makes players face to face interaction and has more friendly social relations.
This research adopted the questionnaire survey, data for this study were collected from 647 LBS+AR games players(43.4 percent woman) and used structural equation modeling to validate the influential relationship among the variables in the research model. The result of study indicated: (1) four interpersonal attraction elements were identified through factor analysis based on survey data: ability, proximity, similarity, familiarity (2) interpersonal attraction has positive impact on player’s bonding social capital and bridging social captial; (3) player’s bonding social capital and bridging socal captial has positive impact on player’s mental and social health; The results of study on the aspect of academia and the aspect of management practice both had good implications.
目 錄 I
圖 目 錄 II
表 目 錄 III
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的與問題 4
第三節 研究流程 5
第三節 預期研究貢獻 7
第二章 文獻探討 8
第一節 地理定位擴增實境遊戲 8
第二節 人際吸引力 11
第三節 社會資本 17
第四節 健康 29
第三章 研究方法 32
第一節 研究架構 32
第二節 研究假說之推導與建立 33
第三節 研究變數之操作型定義 40
第四節 研究設計 44
第四章 資料分析 48
第一節 敘述性統計分析 48
第二節 PLS 衡量模式分析 52
第三節 研究假說檢定 58
第五章 結論與建議 60
第一節 研究結論 60
第二節 研究貢獻 63
第三節 研究限制 64
第四節 未來研究方向 65
參考文獻 67
網站資料 76
附錄:研究問卷 78


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Newzoo (2017b, June). TOP 100 Countries by game revenues. Retrieved June 25, 2017. from https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/
SurveyMonkey Intelligence Blog. (2016a, July 13). Pokémon GO usage statistics say it’s the most popular mobile game in U.S. history. Retrieved December 09, 2016, from https://www.surveymonkey.com/business/intelligence/pokemon-go-usage-statistics/
SurveyMonkey Intelligence Blog. (2016b, October 5). Pokémon GO retention: No, it’s not facing a playerLoyalty crisis. Retrieved December 26, 2016, from https://www.surveymonkey.com/business/intelligence/pokemon-go-retention-revenue/
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