跳到主要內容

臺灣博碩士論文加值系統

(44.192.49.72) 您好!臺灣時間:2024/09/18 19:38
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

我願授權國圖
: 
twitterline
研究生:李文慈
研究生(外文):LEE, WEN-TZU
論文名稱:全心陪伴:女性向遊戲中的浪漫互動對減緩玩家孤獨感之效果
論文名稱(外文):Always by My Side: The Effect of Romantic Interaction on Reducing Players’ Loneliness in Female-Oriented Games
指導教授:黃儀婷黃儀婷引用關係
指導教授(外文):HUANG, YI-TING
口試委員:黃儀婷陳宜棻呂文琴
口試委員(外文):HUANG, YI-TINGCHEN, YI-FENLU, WEN-CHIN
口試日期:2024-06-19
學位類別:碩士
校院名稱:國立臺北科技大學
系所名稱:互動設計系
學門:設計學門
學類:視覺傳達設計學類
論文種類:學術論文
論文出版年:2024
畢業學年度:112
語文別:中文
論文頁數:57
中文關鍵詞:社群意識孤獨感浪漫的擬社會人際互動浪漫情慾焦慮依附
外文關鍵詞:Anxiety attachmentLonelinessRomantic and eroticRomantic parasocial interactionSense of community
相關次數:
  • 被引用被引用:0
  • 點閱點閱:11
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:0
隨著臺灣女性玩家的數量增加,女性向遊戲市場規模開始日漸龐大,而遊戲對女性玩家的心理影響已是人機互動領域研究的新興範疇。本研究以女性向遊戲中最廣為人知的乙女遊戲為研究標的,旨在了解臺灣女性玩家的乙女遊戲使用動機,以及遊戲中浪漫的擬社會人際互動(romantic parasocial interaction, RPSI)對玩家遊戲幸福感之影響。我們先進行半結構式訪談,再透過網路問卷調查法獲取712筆有效數據;最後採用結構方程模型分析進行假設驗證,亦包含人口統計變項之變異數分析與乙女遊戲使用者行為調查。研究結果顯示,玩家的焦慮依附特質以及遊戲中的浪漫情慾與娛樂性兩元素是促使玩家投入遊戲的核心動機;而乙女遊戲中的RPSI除了能提升玩家的正面情緒與社群意識,還能降低其孤獨感。此結果揭示了女性向遊戲能為玩家帶來更多情感與心理上的正面影響,不只提供遊戲領域之幸福感研究更多見解,也能作為遊戲產業在遊戲開發與經營上的參考。
In Taiwan, where the number of female gamers is increasing, the psychological impact of female-oriented games has become a focus of research into human-computer interaction. This study aimed to understand the motivations of female gamers in Taiwan and the effect of romantic parasocial interaction (RPSI) on their well-being. We conducted semi-structured in-depth interviews and an online questionnaire survey with 712 valid responses. We used structural equation modeling to test the hypotheses, including a user behavior survey and the analysis of the variance on demographic variables. The results indicate that the motives driving players to engage in the games are anxiety attachment, romantic/erotic elements, and entertainment. Additionally, RPSI in female-oriented games enhances players' positive emotions and sense of community and reduces feelings of loneliness. It reveals that female-oriented games have more positive emotional and psychological effects, providing more insights into well-being research in gaming and serving as a reference for the game industry.
摘要 i
ABSTRACT ii
誌謝 iii
表目錄 vi
圖目錄 vii
1 第一章 緒論 1
1.1 研究背景與動機 1
1.2 研究目的 4
2 第二章 文獻探討 5
2.1 乙女遊戲中的擬社會現象 5
2.1.1 擬社會人際互動 5
2.1.2 浪漫的擬社會人際互動 6
2.2 乙女遊戲使用動機 9
2.2.1 使用與滿足理論下的遊戲動機 9
2.2.2 玩家的焦慮依附特質 9
2.2.3 遊戲中的浪漫情慾與娛樂性元素 11
2.3 乙女遊戲幸福感 13
2.3.1 正面情緒與社群意識 13
2.3.2 孤獨感 14
3 第三章 研究方法 16
3.1 研究對象與流程 17
3.2 前導研究 17
3.3 正式研究假設 24
3.4 測量工具 25
3.4.1 乙女遊戲使用動機量表 25
3.4.2 乙女遊戲之浪漫的擬社會人際互動量表 25
3.4.3 乙女遊戲玩家幸福感量表 26
4 第四章 研究結果 28
4.1 人口統計資料分析 28
4.2 乙女遊戲使用者行為 29
4.3 結構方程模型分析 30
4.3.1 共同方法變異檢驗 30
4.3.2 測量模型分析(驗證性因素分析) 31
4.3.3 結構模型分析 34
4.4 變異數分析 35
5 第五章 討論與結論 38
5.1 研究討論 38
5.2 研究結論 41
5.3 研究貢獻 42
5.4 研究限制與未來建議 43
參考文獻 44
中文文獻 44
英文文獻 44
中文文獻
遊戲基地(2018)。【評測】影視x超能力x戀愛《戀與製作人》襲台!眾太太心聲:好好談個戀愛很難嗎?。取自LINE TODAY網址:https://today.line.me/tw/v2/article/yVKyDG
戀與製作人(2019)。《戀與製作人》週年慶典暨聲優見面會。取自KKTIX網址:https://softworld.kktix.cc/events/335d15f4

英文文獻
Adam, A. (2019). Perceptions of Infidelity: A Comparison of Sexual, Emotional, Cyber-, and Parasocial Behaviors. Interpersona: An International Journal on Personal Relationships, 13(2), 237-252. https://doi.org/10.5964/ijpr.v13i2.376
Adam, A., & Sizemore, B. (2013). Parasocial Romance: A Social Exchange Perspective. Interpersona: An International Journal on Personal Relationships, 7(1), 12-25. https://doi.org/10.5964/ijpr.v7i1.106
Adamczyk, K. (2016). An Investigation of Loneliness and Perceived Social Support Among Single and Partnered Young Adults. Current Psychology, 35(4), 674-689. https://doi.org/10.1007/s12144-015-9337-7
Allen, J. J., & Anderson, C. A. (2018). Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being. Computers in Human Behavior, 84, 220-229.
Alsén, A., Runge, J., Drachen, A., & Klapper, D. (2016). Play With Me? Understanding and Measuring the Social Aspect of Casual Gaming.
Anderson, J. C., & Gerbing, D. W. (1988). Structural equation modeling in practice: A review and recommended two-step approach. Psychological Bulletin, 103(3), 411-423. https://doi.org/10.1037/0033-2909.103.3.411
Andlauer, L. (2019). Pursuing One’s Own Prince: Love’s Fantasy in Otome Game Contents and Fan Practice. Mechademia, 11, 166 - 183.
Bagozzi, R. P., Yi, Y., & Phillips, L. W. (1991). Assessing Construct Validity in Organizational Research. Administrative Science Quarterly, 36(3), 421-458. https://doi.org/10.2307/2393203
Banks, J., & Bowman, N. D. (2016). Emotion, anthropomorphism, realism, control: Validation of a merged metric for player–avatar interaction (PAX). Computers in Human Behavior, 54, 215-223. https://doi.org/https://doi.org/10.1016/j.chb.2015.07.030
Banks, J., Bowman, N. D., Lin, J.-H. T., Pietschmann, D., & Wasserman, J. A. (2019). The common player-avatar interaction scale (cPAX): Expansion and cross-language validation. International Journal of Human-Computer Studies, 129, 64-73. https://doi.org/https://doi.org/10.1016/j.ijhcs.2019.03.003
Bente, G., Rüggenberg, S., Krämer, N. C., & Eschenburg, F. (2008). Avatar-Mediated Networking: Increasing Social Presence and Interpersonal Trust in Net-Based Collaborations. Human Communication Research, 34(2), 287-318.
Bhattacharya, A. (2023). Parasocial Interaction in Social Media Influencer-Based Marketing: An SEM Approach. Journal of Internet Commerce, 22(2), 272-292. https://doi.org/10.1080/15332861.2022.2049112
Birnbaum, G. E., Mizrahi, M., Hoffman, G., Reis, H. T., Finkel, E. J., & Sass, O. (2016). What robots can teach us about intimacy: The reassuring effects of robot responsiveness to human disclosure. Computers in Human Behavior, 63, 416-423. https://doi.org/https://doi.org/10.1016/j.chb.2016.05.064
Blight, M. G., Ruppel, E. K., & Schoenbauer, K. V. (2017). Sense of Community on Twitter and Instagram: Exploring the Roles of Motives and Parasocial Relationships. Cyberpsychology, Behavior, and Social Networking, 20(5), 314-319.
Blumler, J. G., & Katz, E. (1974). The Uses of mass communications : current perspectives on gratifications research. Sage Publications Beverly Hills.
Bond, B. J. (2016). Following Your “Friend”: Social Media and the Strength of Adolescents' Parasocial Relationships with Media Personae. Cyberpsychology, Behavior, and Social Networking, 19(11), 656-660.
Bopp, J. A., Müller, L. J., Aeschbach, L. F., Opwis, K., & Mekler, E. D. (2019). Exploring Emotional Attachment to Game Characters Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Barcelona, Spain. https://doi.org/10.1145/3311350.3347169
Bowlby, J. (1969). Attachment and Loss, Vol. 1: Attachment. Basic Books.
Briskman, J. (2022). Mobile Gaming Market Outlook: Player Spending Forecast to Fall by 2% Year-Over-Year in 2022. Sensor Tower. https://sensortower.com/blog/mobile-gaming-market-outlook-player-spending-forecast-to-fall-by-2-year-over
Brodie, Z., & Ingram, J. (2020). The dark triad of personality and hero/villain status as predictors of parasocial relationships with comic book characters. Psychology of Popular Media, 10. https://doi.org/10.1037/ppm0000323
Bueno, S., Gallego, M. D., & Noyes, J. (2020). Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go. Applied Sciences, 10(5), 1644. https://www.mdpi.com/2076-3417/10/5/1644
Burgess, J., & Jones, C. (2020). "I Harbour Strong Feelings for Tali Despite Her Being a Fictional Character": Investigating Videogame Players' Emotional Attachments to Non-Player Characters. Game Studies, 20.
Cassell, J., & Jenkins, H. (1998). From Barbie to Mortal Kombat : gender and computer games. MIT Press Cambridge, Mass.
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., & Leung, L. (2016). Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction. Telematics and Informatics, 33(4), 1155-1166. https://doi.org/https://doi.org/10.1016/j.tele.2015.11.005
Chess, S. (2017). Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press. https://doi.org/10.5749/j.ctt1pwt7z7
Cramer, K. M., Ofosu, H. B., & Barry, J. E. (2000). An abbreviated form of the social and emotional loneliness scale for adults (SELSA). Personality and Individual Differences, 28(6), 1125-1131. https://doi.org/https://doi.org/10.1016/S0191-8869(99)00162-2
Dai, Y., & Walther, J. B. (2018). Vicariously Experiencing Parasocial Intimacy with Public Figures Through Observations of Interactions on Social Media. Human Communication Research, 44(3), 322-342.
de Bérail, P., Guillon, M., & Bungener, C. (2019). The relations between YouTube addiction, social anxiety and parasocial relationships with YouTubers: A moderated-mediation model based on a cognitive-behavioral framework. Computers in Human Behavior, 99, 190-204. https://doi.org/https://doi.org/10.1016/j.chb.2019.05.007
Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., Reindl, A., Ágoston, C., Kertész, A., & Harmath, E. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior Research Methods, 43(3), 814-825. https://doi.org/10.3758/s13428-011-0091-y
Erickson, S. E., & Dal Cin, S. (2018). Romantic Parasocial Attachments and the Development of Romantic Scripts, Schemas and Beliefs among Adolescents. Media Psychology, 21(1), 111-136. https://doi.org/10.1080/15213269.2017.1305281
Erickson, S. E., Harrison, K., & Dal Cin, S. (2018). Toward a Multi-Dimensional Model of Adolescent Romantic Parasocial Attachment. Communication Theory, 28(3), 376-399. https://doi.org/10.1093/ct/qtx006
Ferchaud, A., Grzeslo, J., Orme, S., & LaGroue, J. (2018). Parasocial attributes and YouTube personalities: Exploring content trends across the most subscribed YouTube channels. Computers in Human Behavior, 80, 88-96. https://doi.org/https://doi.org/10.1016/j.chb.2017.10.041
Fioravanti, G., Svicher, A., Ceragioli, G., Bruni, V., & Casale, S. (2021). Examining the impact of daily exposure to body-positive and fitspiration Instagram content on young women’s mood and body image: An intensive longitudinal study. New Media & Society, 0(0).
Fornell, C., & Larcker, D. F. (1981). Structural Equation Models with Unobservable Variables and Measurement Error: Algebra and Statistics. Journal of Marketing Research, 18(3), 382-388. https://doi.org/10.2307/3150980
Ganzon, S. C. (2019). Investing Time for Your In-Game Boyfriends and BFFs: Time as Commodity and the Simulation of Emotional Labor in Mystic Messenger. Games and Culture, 14(2), 139-153. https://doi.org/10.1177/1555412018793068
Gómez-López, M., Viejo, C., & Ortega-Ruiz, R. (2019). Well-Being and Romantic Relationships: A Systematic Review in Adolescence and Emerging Adulthood. International Journal of Environmental Research and Public Health, 16(13), 2415.
Gong, A.-D., & Huang, Y.-T. (2023). Finding love in online games: Social interaction, parasocial phenomenon, and in-game purchase intention of female game players. Computers in Human Behavior, 143, 107681. https://doi.org/https://doi.org/10.1016/j.chb.2023.107681
Haberlin, K. A., & Atkin, D. J. (2022). Mobile gaming and Internet addiction: When is playing no longer just fun and games? Computers in Human Behavior, 126, 106989. https://doi.org/https://doi.org/10.1016/j.chb.2021.106989
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2009). Multivariate Data Analysis (7 ed.). Prentice Hall.
Hartmann, T. (2016). Parasocial Interaction, Parasocial Relationships, and Well-Being. In M.-B. O. Leonard Reinecke (Ed.), The Routledge Handbook of Media Use and Well-Being (pp. 131-144). Routledge.
Hazan, C., & Shaver, P. R. (1994). Attachment as an Organizational Framework for Research on Close Relationships. Psychological Inquiry, 5(1), 1-22. https://doi.org/10.1207/s15327965pli0501_1
Hemmann, K. (2015). Queering the media mix: The female gaze in Japanese fan comics. Transformative Works and Cultures, 20, 77-101.
Horton, D., & Richard Wohl, R. (1956). Mass Communication and Para-Social Interaction. Psychiatry, 19(3), 215-229. https://doi.org/10.1080/00332747.1956.11023049
Hu, H., Zhang, G., Yang, X., Zhang, H., Lei, L., & Wang, P. (2022). Online Gaming Addiction and Depressive Symptoms Among Game Players of the Glory of the King in China: the Mediating Role of Affect Balance and the Moderating Role of Flow Experience. International Journal of Mental Health and Addiction, 20(5), 3191-3204. https://doi.org/10.1007/s11469-021-00573-4
Hu, M., Zhang, B., Shen, Y., Guo, J., & Wang, S. (2022). Dancing on My Own: Parasocial Love, Romantic Loneliness, and Imagined Interaction. Imagination, Cognition and Personality, 41(4), 415-438. https://doi.org/10.1177/02762366211052488
Hu, M., Zhao, Y., Liu, Z., Li, Z., & Kong, X. (2021). Just my imagination: The influence of celebrities’ romantic relationship announcements on romance fans and friendship fans. Psychology of Popular Media, 10(4), 434-444. https://doi.org/10.1037/ppm0000324
Hwang, K., & Zhang, Q. (2018). Influence of parasocial relationship between digital celebrities and their followers on followers’ purchase and electronic word-of-mouth intentions, and persuasion knowledge. Computers in Human Behavior, 87, 155-173. https://doi.org/https://doi.org/10.1016/j.chb.2018.05.029
Jamison, T. B., & Beckmeyer, J. J. (2021). Feeling Stuck: Exploring the Development of Felt Constraint in Romantic Relationships. Family Relations, 70(3), 880-895. https://doi.org/https://doi.org/10.1111/fare.12496
Jamison, T. B., & Sanner, C. M. (2021). Relationship form and function: Exploring meaning-making in young adults' romantic histories. Personal Relationships, 28(4), 840-859. https://doi.org/https://doi.org/10.1111/pere.12400
Johnson, D., Zhao, X., White, K. M., & Wickramasinghe, V. (2021). Need satisfaction, passion, empathy and helping behaviour in videogame play. Computers in Human Behavior, 122, 106817. https://doi.org/https://doi.org/10.1016/j.chb.2021.106817
Jones, C., Scholes, L., Johnson, D., Katsikitis, M., & Carras, M. (2014). Gaming well: links between videogames and flourishing mental health [Original Research]. Frontiers in Psychology, 5. https://doi.org/10.3389/fpsyg.2014.00260
Karaca, S., Karakoc, A., Can Gurkan, O., Onan, N., & Unsal Barlas, G. (2020). Investigation of the Online Game Addiction Level, Sociodemographic Characteristics and Social Anxiety as Risk Factors for Online Game Addiction in Middle School Students. Community Mental Health Journal, 56(5), 830-838. https://doi.org/10.1007/s10597-019-00544-z
Katz, E., Blumler, J. G., & Gurevitch, M. (1973). Uses and Gratifications Research. The Public Opinion Quarterly, 37(4), 509-523. http://www.jstor.org/stable/2747854
Kim, H. (2009). Women's Games in Japan:Gendered Identity and Narrative Construction. Theory, Culture & Society, 26(2-3), 165-188. https://doi.org/10.1177/0263276409103132
Kim, J. (2011). Developing an instrument to measure social presence in distance higher education. British Journal of Educational Technology, 42(5), 763-777. https://doi.org/https://doi.org/10.1111/j.1467-8535.2010.01107.x
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.
Kim, M. (2021). Does playing a video game really result in improvements in psychological well-being in the era of COVID-19? Journal of Retailing and Consumer Services, 61, 102577. https://doi.org/https://doi.org/10.1016/j.jretconser.2021.102577
Kline, S., Dyer-Witheford, N., & De Peuter, G. (2003). Digital Play: The Interaction of Technology, Culture, and Marketing. McGill-Queen's University Press. http://www.jstor.org/stable/j.ctt818w1
Koike, M., Loughnan, S., & Stanton, S. C. E. (2023). Virtually in love: The role of anthropomorphism in virtual romantic relationships. British Journal of Social Psychology, 62(1), 600-616. https://doi.org/https://doi.org/10.1111/bjso.12564
Koike, M., Loughnan, S., Stanton, S. C. E., & Ban, M. (2020). What factors attract people to play romantic video games? PLoS One, 15(4), e0231535. https://doi.org/10.1371/journal.pone.0231535
Lacalle, C., Gómez-Morales, B. &Narvaiza, S. (2021). Friends or just fans? Parasocial relationships inonline television fictioncommunities. Communication & Society, 34(3), 61-76.
Ledbetter, A. M., & Meisner, C. (2021). Extending the personal branding affordances typology to parasocial interaction with public figures on social media: Social presence and media multiplexity as mediators. Computers in Human Behavior, 115, 106610. https://doi.org/https://doi.org/10.1016/j.chb.2020.106610
Lee, S., Oh, J., & Moon, W.-K. (2022). Adopting Voice Assistants in Online Shopping: Examining the Role of Social Presence, Performance Risk, and Machine Heuristic. International Journal of Human–Computer Interaction, 1-15.
Lee, Y.-K., Lee, C.-K., Lee, S.-K., & Babin, B. J. (2008). Festivalscapes and patrons' emotions, satisfaction, and loyalty. Journal of Business Research, 61(1), 56-64. https://doi.org/https://doi.org/10.1016/j.jbusres.2006.05.009
Li, W., Mao, Y., & Zhou, L. (2021). The Impact of Interactivity on User Satisfaction in Digital Social Reading: Social Presence as a Mediator. International Journal of Human–Computer Interaction, 37(17), 1636-1647.
Liebers, N., & Schramm, H. (2017). Friends in books: The influence of character attributes and the reading experience on parasocial relationships and romances. Poetics, 65, 12-23. https://doi.org/https://doi.org/10.1016/j.poetic.2017.10.001
Liebers, N., & Schramm, H. (2022). Intimacy despite distance: The dark triad and romantic parasocial interactions. Journal of Social and Personal Relationships, 39(2), 435-456. https://doi.org/10.1177/02654075211038051
Liebers, N., & Straub, R. (2020). Fantastic relationships and where to find them: Fantasy and its impact on romantic parasocial phenomena with media characters. Poetics, 83, 101481. https://doi.org/https://doi.org/10.1016/j.poetic.2020.101481
Lu, B., Fan, W., & Zhou, M. (2016). Social presence, trust, and social commerce purchase intention: An empirical research. Computers in Human Behavior, 56, 225-237.
MacNeill, A. L., & DiTommaso, E. (2023). Belongingness needs mediate the link between attachment anxiety and parasocial relationship strength. Psychology of Popular Media, 12(2), 242-247. https://doi.org/10.1037/ppm0000399
Madison, T. P., Porter, L. V., & Greule, A. (2016). Parasocial Compensation Hypothesis:Predictors of Using Parasocial Relationships to Compensate for Real-Life Interaction. Imagination, Cognition and Personality, 35(3), 258-279. https://doi.org/10.1177/0276236615595232
Mandryk, R. L., Frommel, J., Armstrong, A., & Johnson, D. (2020). How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing [Original Research]. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.02165
Martončik, M., & Lokša, J. (2016). Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)? Computers in Human Behavior, 56, 127-134.
Milman, D., & Mills, D. (2023). The relationship between parasocial friendship quality with non-playable video game characters, gaming motivations, and obsessive vs harmonious passion. Telematics and Informatics Reports, 10, 100057. https://doi.org/https://doi.org/10.1016/j.teler.2023.100057
Mund, M., & Johnson, M. D. (2021). Lonely Me, Lonely You: Loneliness and the Longitudinal Course of Relationship Satisfaction. Journal of Happiness Studies, 22(2), 575-597.
Mund, M., Weidmann, R., Wrzus, C., Johnson, M. D., Bühler, J. L., Burriss, R. P., Wünsche, J., & Grob, A. (2022). Loneliness is associated with the subjective evaluation of but not daily dynamics in partner relationships. International Journal of Behavioral Development, 46(1), 28-38. https://doi.org/10.1177/0165025420951246
Nesterenko, O. (2020). Analysts on Chinese market: “Female-oriented games can be a gold mine that is waiting to be discovered”. Game World Observer. https://gameworldobserver.com/2020/09/07/female-oriented-games-can-gold-mine
Nguyen, S. H., Sun, Q., & Williams, D. (2022). How do we make the virtual world a better place? Social discrimination in online gaming, sense of community, and well-being. Telematics and Informatics, 66, 101747. https://doi.org/https://doi.org/10.1016/j.tele.2021.101747
O'Connor, E. L., Longman, H., White, K. M., & Obst, P. L. (2015). Sense of Community, Social Identity and Social Support Among Players of Massively Multiplayer Online Games (MMOGs): A Qualitative Analysis. Journal of Community & Applied Social Psychology, 25(6), 459-473.
Peplau, L. A., & Perlman, D. (1982). Loneliness: A Sourcebook of Current Theory, Research and Therapy (1 ed.). John Wiley & Sons.
Phu, B., & Gow, A. J. (2019). Facebook use and its association with subjective happiness and loneliness. Computers in Human Behavior, 92, 151-159.
Podsakoff, P. M., MacKenzie, S. B., Lee, J.-Y., & Podsakoff, N. P. (2003). Common method biases in behavioral research: A critical review of the literature and recommended remedies. Journal of Applied Psychology, 88(5), 879-903. https://doi.org/10.1037/0021-9010.88.5.879
Procci, K., James, N., & Bowers, C. (2013). The Effects of Gender, Age, and Experience on Game Engagement. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 57(1), 2132-2136. https://doi.org/10.1177/1541931213571475
Rain, M., & Mar, R. A. (2021). Adult attachment and engagement with fictional characters. Journal of Social and Personal Relationships, 38(9), 2792-2813. https://doi.org/10.1177/02654075211018513
Ren, D., Arriaga, X. B., & Mahan, E. R. (2016). Attachment insecurity and perceived importance of relational features. Journal of Social and Personal Relationships, 34(4), 446-466. https://doi.org/10.1177/0265407516640604
Rubin, A. M. (2002). The uses-and-gratifications perspective of media effects. In Media effects: Advances in theory and research, 2nd ed. (pp. 525-548). Lawrence Erlbaum Associates Publishers.
Schlütz, D., & Hedder, I. (2022). Aural Parasocial Relations: Host–Listener Relationships in Podcasts. Journal of Radio & Audio Media, 29(2), 457-474. https://doi.org/10.1080/19376529.2020.1870467
Segars, A. H. (1997). Assessing the unidimensionality of measurement: a paradigm and illustration within the context of information systems research. Omega, 25(1), 107-121. https://doi.org/https://doi.org/10.1016/S0305-0483(96)00051-5
Shao, J., Zhao, M., Lyu, Y., & Chen, Y. (2023). Why do users keep coming back to TikTok? Understanding users’ motivation toward the continuous use intention of Chinese adolescent social media users. Innovative Marketing, 19, 134-144. https://doi.org/10.21511/im.19(3).2023.12
Shaver, P., & Mikulincer, M. (2014). Adult attachment strategies and the regulation of emotion. Handbook of emotion regulation(2nd ed., 446-465.
Short, J., Williams, E., & Christie, B. (1976). The social psychology of telecommunications. John Wiley & Sons.
Silver, N., & Slater, M. D. (2019). A safe space for self-expansion: Attachment and motivation to engage and interact with the story world. Journal of Social and Personal Relationships, 36(11-12), 3492-3514. https://doi.org/10.1177/0265407519826345
Slater, M. D., Ewoldsen, D. R., & Woods, K. W. (2018). Extending Conceptualization and Measurement of Narrative Engagement After-the-Fact: Parasocial Relationship and Retrospective Imaginative Involvement. Media Psychology, 21(3), 329-351. https://doi.org/10.1080/15213269.2017.1328313
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 and Society, 19(2), 197-215. https://doi.org/10.1080/15205436.2015.1077972
Steiner, E., & Xu, K. (2020). Binge-watching motivates change: Uses and gratifications of streaming video viewers challenge traditional TV research. Convergence, 26(1), 82-101. https://doi.org/10.1177/1354856517750365
Stever, G. S., & Lawson, K. E. (2013). Twitter as a way for celebrities to communicate with fans: Implications for the study of parasocial interaction. North American Journal of Psychology, 15, 339.
Teng, C.-I. (2021). How can avatar’s item customizability impact gamer loyalty? Telematics and Informatics, 62, 101626. https://doi.org/https://doi.org/10.1016/j.tele.2021.101626
Tomlinson, C. (2021). Priority pixels: the social and cultural implications of romance in video games. Information, Communication & Society, 24(5), 717-732. https://doi.org/10.1080/1369118X.2021.1874478
Tseng, F.-C., Huang, H.-C., & Teng, C.-I. (2015). How Do Online Game Communities Retain Gamers? Social Presence and Social Capital Perspectives. Journal of Computer-Mediated Communication, 20(6), 601-614. https://doi.org/10.1111/jcc4.12141
Tukachinsky, R. (2010). Para-Romantic Love and Para-Friendships: Development and Assessment of a Multiple-Parasocial Relationships Scale. American Journal of Media Psychology, 3(1/2).
Vanya, N., Tri Lathif Mardi, S., & Asif, F. (2023). Evaluation of Uses and Gratifications on Online Otome Games. Teknika, 12(2). https://doi.org/10.34148/teknika.v12i2.613
Vuorre, M., Johannes, N., Magnusson, K., & Przybylski, A. K. (2022). Time spent playing video games is unlikely to impact well-being. Royal Society Open Science, 9(7), 220411. https://doi.org/doi:10.1098/rsos.220411
Wang, Q., Fink, E. L., & Cai, D. A. (2008). Loneliness, Gender, and Parasocial Interaction: A Uses and Gratifications Approach. Communication Quarterly, 56(1), 87-109. https://doi.org/10.1080/01463370701839057
Wei, M., Russell, D. W., Mallinckrodt, B., & Vogel, D. L. (2007). The Experiences in Close Relationship Scale (ECR)-Short Form: Reliability, Validity, and Factor Structure. Journal of Personality Assessment, 88(2), 187-204. https://doi.org/10.1080/00223890701268041
Yamaguchi, S. (2023). The relationship between playing video games on mobile devices and well-being in a sample of Japanese adolescents and adults. SAGE Open Medicine, 11, 20503121221147842. https://doi.org/10.1177/20503121221147842
Yang, C.-C., & Liu, D. (2017). Motives Matter: Motives for Playing Pokémon Go and Implications for Well-Being. Cyberpsychology, Behavior, and Social Networking, 20(1), 52-57. https://doi.org/10.1089/cyber.2016.0562
Ye, P., Liu, L., Gao, L., & Mei, Q. (2020). Factors Affecting Woman's Continuance Intention for Mobile Games. International Journal of Information and Communication Technology Education (IJICTE), 16(4), 48-67. https://doi.org/10.4018/IJICTE.2020100104
Zhang, C. (2016). Loving Boys Twice as Much: Chinese Women’s Paradoxical Fandom of “Boys’ Love” Fiction. Women's Studies in Communication, 39(3), 249-267. https://doi.org/10.1080/07491409.2016.1190806
Zhang, X., Cheng, X., & Huang, X. (2022). “Oh, My God, Buy It!” Investigating Impulse Buying Behavior in Live Streaming Commerce. International Journal of Human–Computer Interaction, 1-14.
Zsila, Á., Pagliassotti, D., Urbán, R., Orosz, G., Király, O., & Demetrovics, Z. (2018). Loving the love of boys: Motives for consuming yaoi media. PLoS One, 13(6), e0198895. https://doi.org/10.1371/journal.pone.0198895
電子全文 電子全文(網際網路公開日期:20250801)
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top