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線上遊戲作為一種廣告形式的效果研究許建隆, Hsu, Chien-Lung Unknown Date (has links)
本研究為一初探性研究,研究題目為「線上遊戲作為一種廣告形式之效果研究」,研究的構想來自於對網路現況的觀察。目前網路上有許多網站,包括了遊戲網站與企業網站,提供多種結合了廣告訊息之「線上遊戲」,供網路使用者遊玩以達成行銷之實,本研究即以此為主題,對此新興的手法之效果加以探討。
根據現況的發展,本研究發掘了幾個研究問題:
1.線上遊戲與廣告以不同的形式結合,是否會造成不同的廣告效果?目前有兩種非常普遍的運用形式,一為在遊戲的網頁中附加橫幅式廣告,一乃專為產品設計的線上遊戲,稱之為「品牌遊戲」,本研究的第一個研究目的,即探知兩種形式的廣告效果異同,以「結合形式」為自變項之一。
2.第二個問題,即當產品類型不同時,線上遊戲結合廣告是否會造成不同的廣告效果?以「產品類型」為第二個自變項,而以廣告效果為依變項。
3.根據以往的研究,不論是平面的雜誌廣告,或電視廣告,閱聽眾對廣告的態度,都會影響對品牌的態度,而線上遊戲作為一種新的廣告形式,遊戲者對遊戲的態度,是否會同樣的影響品牌的態度?這為本研究的第三個問題。
在廣告效果的操弄上,本研究的廣告效果包括了「回憶與再認」:廣告回憶、廣告再認;「態度與意願」:廣告態度、對遊戲的喜好程度、品牌態度與購買意願。上述第三個研究問題,探討的即是依變項中「廣告態度」、「對遊戲的喜好程度」與「品牌態度」之間的關係。
進行研究設計前,本研究先針對目前的發展現況作深度訪談,以作為研究設計之背景資料。再以實驗室實驗法進行,探討變項之間的因果關係。在結論方面,本研究發現:「結合形式」不同會造成不同的廣告效果,且「品牌遊戲」所造成的廣告效果會大於僅在一般遊戲的網頁中加上橫幅式廣告的效果,尤其對回憶與再認效果影響最大;「產品類型」沒有差異;而「廣告態度」、「對遊戲的喜好程度」與「品牌態度」間則呈正向的關係,亦即愈喜歡遊戲,也會愈喜歡產品。
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台灣遊戲產業經營策略之個案研究 / A case study of business strategy on Taiwan game industry黃勝田 Unknown Date (has links)
2009數位內容白皮書中指出,我國數位遊戲產業在金融海嘯的環境下,因宅經濟和社交遊戲的興起,以及海外市場授權奏效而有顯著的突破,2009年遊戲產值約為新台幣354億, 相較2008年成長約為25.09%,其中以電腦遊戲(含線上遊戲)為主要區隔,佔整體產值90%以上。而大陸地區的整體產值約四倍於台灣地區,大約是新台幣1200億上下(見2009年中國網絡遊戲市場白皮書)。台灣遊戲產業原本就已經競爭激烈,隨著兩岸經貿往來愈來越密切,以及政策上的鬆綁,將為台灣的遊戲產業帶來更多的競爭變數和機會。
個案公司原本的產品僅有商用遊戲機,在產業競爭與追求業績成長的考量下,於2000年新增個人電腦遊戲的設計與研發,隨後更在2003年進軍線上遊戲市場,其策略形成和轉折為何?而個案公司的經營績效和表現也優於大部分其他遊戲公司,個案公司有何競爭優勢和過人之處也是本研究動機所在之一。
本研究主要探討台灣遊戲產業發展現況與個案公司的經營策略為主,本個案研究藉由廣泛的資料蒐集與個案訪談的方式,希望達成的目的有:
1. 經由產業分析,了解台灣地區遊戲業者所面臨的困難與挑戰,如何進行策略佈局以及策略執行運作的方向和方法。
2. 透過個案資料分析與深度訪談,及學術文獻探討印證,分析個案公司的經營策略,從學術上的角度給予適當的建議,並做為台灣地區遊戲業者的參考。
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線上遊戲雜誌廣告之內容分析陳毓宏 Unknown Date (has links)
本研究之目的在探究台灣線上遊戲廣告其訊息結構之特色,並對不同來源國、不同類型之遊戲廣告加以分析比較。期能將研究結果與相關文獻作一對照探討,提供後續線上遊戲廣告研究之基礎,以及對業界實務執行之建議。
本研究採用內容分析法。以2000-2004年《軟體世界》雜誌所刊載之401則線上遊戲廣告為分析對象,探究其語文和非語文之訊息表現。研究發現,台灣線上遊戲廣告在版面尺寸方面,較多是「單頁」篇幅;產品的照片張數則主要分佈在「1-10張」間;大多採用「標準式」版面佈局;版面色彩則以「混合色系」居多。再就主角類型來看,通常是使用「虛擬人物」,而主角的性別往往「男女均有」;廣告目的方面以「品牌告知」為主,廣告標題形式則多採「新聞式」;資訊內容中遊戲的「成分或內容」是最被強調的;廣告中偏重「理性訴求」者較多;訴求的對象性別通常並未限定或者表達得不明顯;演出方式則以營造「嚴肅」氣氛的最多。
就遊戲來源國別分析,在廣告尺寸上,台灣、日本呈現較多的的「單頁」篇幅,中國大陸、韓國則以「跨頁」較多;在版面色彩的部分,台灣、中國大陸、日本多用「混合色系」,韓國則多用「冷色系」;在廣告目的方面,台、中、韓、日四國同樣以「品牌告知」為主,但以「周邊商品告知」為目的者僅出現於台灣、韓國的廣告中;而就廣告資訊內容中「價格或價值」線索來看,以日本遊戲的廣告最常提供。遊戲類型別的分析則顯示,在資訊內容上,動作類遊戲廣告提供較多的「價格或價值」、「功能表現」、「新觀念」、「直接回應機制」線索,此類別的資訊內容分數也最高;益智類遊戲則是提供較多的「可獲得性」與「特別優惠」線索;至於訴求方式上,角色扮演、益智、動作類的廣告都是以「理性訴求」為主,僅有其他一類較傾向使用「感性訴求」。
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中、韓網路咖啡業發展之比較研究金希修, Kim Hee Soo Unknown Date (has links)
在台灣與韓國政府及業者對資訊產業積極努力與投資之下,短短的時間內,台、韓的資訊產業急速發展。台灣專長電腦硬體業,而韓國這兩年在線上遊戲的表現比台灣好。韓國與台灣幾乎同時開始形成網路咖啡市場,但因為兩國政府對網路咖啡業之相關政令政策及業者本身之經營策略差異愈大,故至今兩國網咖產業的發展結果亦大不相同。
本研究之目的係透過比較研究發現影響兩地網咖發展之因素及未來之改善方向,為達此目的,本研究過程如下:
一、 運用鑽石模型及五力分析,找出兩國網咖業發展SWOT分析的內外部因素。
二、 採用台、韓兩家網咖連鎖公司個案研究比較,驗證研究分析。
三、 討論兩國網咖業未來發展與相關的影響。由網咖產業之外部性在整個ICT產業發展上的影響,從而整理出目前兩國對ICT產業(例如數位內容產業)的作為與後續發展論點。
兩國網咖主要影響因素都屬於外部性因素。在台灣因為學校網路建設優良,以及家庭寬頻網路成長迅速,使得大部份消費者選擇在學校或家庭上網,去網咖的動機薄弱,因此台灣網咖產業不利成長。相對於台灣,韓國對網咖成長的主要因素是政府支持輔導網咖及其相關產業(遊戲軟體)。
另外針對兩國整體ICT產業比較,台灣在數位內容產業方面的發展比較均衡;韓國過於集中在遊戲軟體的支持與發展,所以整體數位內容產業發展以台灣較為有利。韓國必須準備下一代可取代遊戲軟體之產品,以利整體ICT產業之均衡發展。
最後,我們討論出兩國網咖產業未來發展工作,如下:
一、提供適時適所的政府支援。
二、強化多樣性的經營模式與附加價值。
三、開發豐富的網咖服務內容。
四、發展健全的資訊休閒文化。 / Both the Governments on Taiwan and of Korea invest heavily in IT industry. Many companies in both countries also enter IT industry aggressively. The Internet Café industry, or so-called Cyber Café, which provides a new kind of IT services, develops quickly in a short time in both countries.
In the past, Taiwan companies, based on the strong capacity of Taiwan’s industrial sector of hardware manufacturing had more profits than their Korean counterparts. However, since recently, there is a stark trend that emerging Korean Cyber Café houses providing on-line-game services are making more profits than their Taiwanese counterpart.
Though the Cyber-Café houses of the both fractions started about the same time of the 1990s, the status quo of both sides result very differently because of different government attitudes and policies. As a result, Cyber-Café house of both fractions have to adapt different strategies. The objective of this research is to discover the factors that affect the development of Cyber Café in Taiwan and Korea via comparative study. In order to achieve the goal, the procedures of this research are as follows:
1. To collect indexes and background data of the Internet Café Industry in both countries, then to apply Porter’s diamond model to analyze their competitive advantages as well s employ Porter’s analytical model of five forces to analyze their competitive advantages.
2. To conduct case studies on 2 corresponding firms with SWOT analysis to validate the aforementioned analysis.
3. To summarize research the competitive advantages of sides as findings of this research, and further discussions to provide the possible improvement of them.
One of the major findings is that external factors play a major role in the Internet Café Industry in both countries. From this point, this paper presents a discussion about ICT industry development in both fractions, eg. the digital content industry. As the result, I argue for that the ICT industry in Taiwan engages even in diversified sectors, but Korean, on the contrary, are starkly narrowed in few sole sectors such as on-line game software. From this viewpoint, related Korea government agencies should foresee adequate substations for on-line-game related IT sectors.
Last but not least, suggestions for the future development regarding Cyber-Café can be stated as follows:
1.Governments should carry out appropriate policy in-time for their own industry.
2.Cyber-Café houses have to find the value-adds and provide diversified innovative services on the Internet.
3.These enterprises should also create richer contents they can serve.
4.Governments and the Cyber-Café should enhance the healthy of entertainment and culture on the Cyberspace.
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實質選擇權模型應用在線上遊戲產業的評價楊松穆, Yang, Song-Mu Unknown Date (has links)
當傳統財務理論的現金流量折現模型,對評價網際網路面臨挑戰時,如何評價網際網路便成為學者們探討的課題。
本研究探討以實質選擇權法來評估高科技公司之股價。本研究以Schwartz及Moon(2001)模型為主,逐步推演出公司價值。考慮公司負債狀況,以實質選擇權模型來評估線上遊戲公司—智冠科技每股價值。本篇文章另外考慮當公司受到產業競爭、公司發佈推出新產品等個別的訊息時,營業收入會受到相當大的影響。因此在公司營收波動方面加入跳躍過程。本研究加入跳躍過程的修正模型,經模型測試後發現比Schwartz及Moon(2001)模型,更能預測股價。
以2000年第一季至2003年第一季為止之財務報告資訊估計參數,並採蒙地卡羅模擬法求出實質選擇權法模型股價,為每股新台幣103.32元,與智冠科技2003年5月14日的收盤價為102.5元比較,可知利用實質選擇權法所求出的理論股價與實際股價相當接近,所以實質選擇權法不失為評估理論股價的一種評價模型。
由敏感度分析結果,可知影響智冠科技股價的重要參數為:期初營業收入、期初預期收入成長率的標準差、長期收入成長率、營收成長率之回復平均參數、長期變動成本參數、正負面事件發生跳躍的頻率。
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命中注定會成癮?:由玩家的線上遊戲生命歷程探討遊戲「成癮」 / Destined to be Addicted?: Understanding Game "Addiction" through Gamers' Online Gaming Life Story李宜家, Lee, I Chia Unknown Date (has links)
玩大型多人角色扮演線上遊戲(MMORPGs)的行為在國內日漸普遍,但是許多人玩線上遊戲的現象卻經常被社會大眾和媒體報導認為是一種負面社會問題,並將玩遊戲與遊戲成癮作直接的連結。許多成癮研究也強化了「持續玩線上遊戲的行為,最終容易導致病態行為成癮的結果」之因果邏輯。但是,事實上許多玩家經常自行決定進入、持續玩,和退出一款線上遊戲,並非最終都會走向遊戲成癮的宿命。因此,本研究的主要目的即在於透過遊戲玩家的個人線上遊戲生命歷程,重新檢視遊戲「成癮」以及「玩線上遊戲便注定導致病態成癮」的邏輯。
運用深度訪談和參與觀察方法,描繪出線上遊戲玩家的長期線上遊戲生命歷程,再試圖詮釋他們離開、持續玩、退出遊戲這些投入程度的變化是受到哪些因素影響,以及在什麼脈絡之下做出的決定。本研究發現許多玩家曾經意識到自己「成癮」於玩線上遊戲,但是只是階段性的反常狀態,甚至是可以接受的一種生活方式。玩家們不只是受到線上遊戲設計的被動牽引而長時間持續投入大量心力玩遊戲,他們在玩遊戲的過程中,受到遊戲設計、玩家社群、生活脈絡和個人對於這些因素的價值判斷等多元因素的影響,持續調整和監控自己的遊戲行為和投入程度,從中協調出最能夠滿足他們的多元愉悅感。另外,當他們對於自己玩遊戲的投入程度感到疑惑時,傾向於尋求玩家社群的協助。因此,本研究認為玩線上遊戲導致病態成癮的論述須要被重新檢視,因為許多被認定為病態成癮的現象只是線上遊戲玩家生命過程中的片段現象。 / Playing massive multiplayer online role playing games (MMORPGs) has become a popular activity in Taiwan, but it has often been regarded as a social problem, linking to game addiction, by the mass media and the public. Many addiction researches have also enforced the logic that “pathological game addiction is the most likely result of continuous online gaming activity”. However, many gamers in fact often begin, continue, and quit playing an online game according to their own will, instead of ending up as a pathologic game addict. Therefore, the main purpose of this research is to re-approach game “addiction” and the logic of “online gamers are destined to be addicted” through gamers' online gaming life story.
Using methods of depth interview and participant observation to depict gamers’ long-term online gaming life story, this research tries to interpret under what social context and influencing factors, do gamers change their attitude and effort to playing online games. Findings of this research tells us that many online gamers claim to have been “addicted” to online gaming some time in the past, but the “addiction” is only a certain stage in their long-term gaming life, and even regarded as a life-style by some. Online gamers do not continuously put a lot of effort to playing games just because they are attracted by the features of online game design. During the course of game play, they are persistently influenced by game design, gaming community, social context, and their own judgment of values. Also, they often self-monitor and re-adjust their gaming styles and effort, in order to meet their needs of multiple pleasures. Moreover, when gamers become confused of how they should re-adjust their gaming activities, they tend to search for assistance from the gaming community. Therefore, this research believes that the problematic logic of pathological game addiction being the final destined result of gaming should be reconsidered and understood from other perspectives, because many phenomenon currently considered pathologic addiction, may only be a short period or segment of gamers’ normal long-term online gaming life.
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國小高年級學童線上遊戲玩家行為與人際關係、自我概念關係之研究-以臺北市為例 / Research on the relationship among the player behavior of online game,interpersonal relation and self-concept for elementary school students in Taipei city李黃寶, Lee, Huang Pao Unknown Date (has links)
本研究旨在探討臺北市國小高年級學童的線上遊戲玩家行為,期望能分析線上遊戲玩家行為與學童之人際關係、自我概念的關係,綜合歸納之後,提供教育主管機關、學校行政及老師、家長、學生等教育相關人員的參考。
本研究以九十七學年度就讀於臺北市公立國民小學之高年級國小學童為研究對象,採分層隨機叢集取樣,依照臺北市十二行政區,每區甲、乙組學校規模取樣,共計 48班,回收率80.6%。而本研究使用之研究工具為「國小高年級學童線上遊戲玩家行為及基本資料之調查」及「真實與網路人際互動問卷」、「兒童自我概念量表」,並根據調查結果採用敘述統計分析、卡方考驗、t考驗、單因子變異數分析等統計方法,得到如下之研究發現:
一、國小高年級學童線上遊戲玩家行為以「成就行為」最多,「對戰行為」最少。其中在線上遊戲玩家行為的偏好上,不同性別的高年級學童表現有顯著差異:在「社交行為」上女生高於男生,在「對戰行為」上,男生高於女生。
二、國小高年級女生在真實人際關係表現較男生更為良好,而性別的不同並未在網路人際關係及自我概念上有顯著差異。
三、父母對學童參與線上遊戲態度不同,對學童在線上遊戲玩家行為上沒有影響,但在真實與網路的人際關係有顯著的影響,其對學童的整體自我概念的影響不顯著,但對「心理自我」的自我概念層面上會有顯著的影響。
四、不同線上遊戲玩家行為的國小高年級學童在真實人際關係上有顯著差異,其中「成就行為」、「探險行為」及「社交行為」者,較「對戰行為」者的真實人際關係更為良好;在網路人際關係上亦有顯著差異,其中「社交行為」者,較「成就行為」、「探險行為」及「對戰行為」者的網路人際關係更為良好。
五、國小高年級學童的整體自我概念並未因為線上遊戲玩家行為之不同而有顯著差異,但自我概念在「能力自我」層面上,線上遊戲玩家行為是「成就行為」者,較「對戰行為」者的能力自我概念更為良好。
六、國小高年級學童的真實人際關係並未因為是否參與線上遊戲而有顯著差異,但有參與線上遊戲之國小高年級學童,其網路人際關係較未參與線上遊戲者更為良好,同時整體自我概念亦未因是否參與線上遊戲而有顯著差異。
依據本研究所得之主要發現,提出以下建議:
一、對教育主管機關之建議:
(一)制訂並嚴格執行線上遊戲分級制度,避免不當的線上遊戲內容影響學童的自我概念發展與人際關係。
(二)結合線上遊戲之概念,研發結合各學習領域之數位遊戲式學習(Digital Game-Based Learning)線上自學教材。
二、對學校行政及教師之建議:
(一)充實學務處、輔導室及教師線上遊戲相關資訊科技安全及輔導知能,在生活與課程中輔導學生認識線上遊戲、瞭解自我。
(二)多元面向的推廣親職教育,鼓勵家長充實線上遊戲安全相關知能。
(三)教師透過教學及活動,輔導學生認識自我,發展多元人際關係。
三、對家長及學生之建議:
(一)家長應用正向的態度,指導學童進行線上遊戲。
(二)家長應具備基礎的線上遊戲安全常識,指導學童正確的進行線上遊戲。
(三)學生應多接觸線上遊戲之外的休閒活動,拓展生活經驗與人際關係。 / The purpose of the research is to investigate online game behavior of high grades elementary school students in Taipei city and to examine the relations among online game behavior, interpersonal relation, and self-concept.
Personal variables such as sex , grade and Parents’ attitude of disciplining to the online game to the students to research the relations among online game behavior, and interpersonal relation, self-concept. There are 806 samples chosen from elementary school students in Taipei city area in the study. That adapt questionnaires are used in this research. The data obtained is analyzed with frequency distribution, percentage, mean, standard deviation , t-test , and one-way ANOVA, glm. The main findings of this research are as follows:
1. The most of online game behaviors of the high grades students of elementary school is “achievers”, and the fewest is “killers”. The partiality of online game behaviors differs from male and female students. Female is higher than male in the scores of “socilizers”; male is higher than female in in the scores of “ killers”.
2. The true interpersonal relation of high grades female students is better than male students. The internet interpersonal relation and self-concept have no difference of showing because of sex.
3. Different parents’ attitudes of disciplining to the online game to the high grades students has no effect on online game behavior, but do have obvious effect on true and internet interpersonal relation. And parents’ attitudes don’t have obvious effect on mass self-concept, but do have effect on psychological self-concept.
4. Different online game behaviors have obvious effect on true and internet interpersonal relations of the high grades students of elementary school ,the true interpersonal relation of “ achievers”, “explorers” and “socializers” is better than that of “killers”; the internet interpersonal relation of “socializers” is better than that of the others.
5. The mass self-concept of the high grades students of elementary school do not have difference of showing because of different online game behaviors, but do have effect on able self-concept, especially, the able self-concept of “achievers” is better than that of “ killers”.
6. The true interpersonal relation and the mass self-concept of the students of elementary school have no difference of showing because of whether the high grades students attends online game or not. But the students who attends online game has better internet interpersonal relation than those who doesn’t attend online game, at mean time.
According to above findings, suggestions are offered for school guide and advanced researches.
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知覺品質對顧客滿意與顧客忠誠之影響-以線上遊戲為例林偉盛 Unknown Date (has links)
在線上遊戲市場競爭如此激烈之下,擬定良好的行銷策略,將成為遊戲廠商決定勝負的關鍵。因此,本研究想要了解台灣線上遊戲產業的關鍵成功因素所在,以及如何提升遊戲玩家的滿意度與忠誠度。進一步探討各遊戲玩家對遊戲的滿意度與忠誠度,並分析個別遊戲的現況及其優劣勢,用以研擬具體的競爭策略方向。
本研究以MMORPG此遊戲類型為主,選取五個線上遊戲作為分析標的,進行實證研究,期望達到下列研究目的:
(1) 探討線上遊戲各品質項目對顧客滿意之影響,萃取出線上遊戲的
關鍵成功因素;
(2) 找出哪個遊戲之顧客滿意及顧客忠誠較低,有顧客流失的情況,
需要優先改善;
(3) 探討各線上遊戲在顧客心目中的知覺定位,擬定未來策略方向。
依本研究之目的,擬定研究架構及確立抽樣設計,並發放問卷收集玩家資訊。之後以結構方程模式檢驗模式品質;再以多元尺度分析進行知覺定位分析;最後則進行滿意忠誠分析,經實證分析得到以下研究發現:
(1) 知覺品質各構面對顧客滿意皆具有顯著且正向的影響力,依序排
列為有形性>遊戲內容>遊戲規則>價格合理>同理心>可靠性>反應
力>保證性。
(2) 經由滿意忠誠分析,發現天堂、金庸以及RO等三個遊戲屬於顧客
流失區;軒轅劍和希望兩個遊戲則屬於忠實顧客區。
(3) 各遊戲的改善重點,在顯現層部分,主要包括伺服連線優良、迅
速處理問題以及保存維護資料等三項;就潛伏層而言,則為有形
性構面。
根據實證分析之結果,衍生出許多的策略涵意,包括掌握關鍵因素、規劃競爭策略以及未來發展方向等,可以作為線上遊戲在改善知覺品質項目、提升顧客滿意活動以及規劃策略方向的參考依據。
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性別差異及生活型態對線上遊戲使用者消費行為之影響研究林孟萱, Lin,Meng-Syuan Unknown Date (has links)
線上遊戲產業是目前國內數位內容發展當中的重點產業,隨著線上遊戲種類越來越多,其消費者區隔也成為重要的課題。本研究旨在研究性別差異與生活型態變項,對於線上遊戲使用者之消費行為影響,期能提供線上遊戲廠商與線上遊戲消費行為研究者,對於線上遊戲使用者間性別差異與生活形態差異之了解。
研究中採用了EKB消費者決策模式,將線上遊戲使用者之消費行為分為五個階段探討:「需求確認」(Problem Recognition)、「蒐集資訊」(Information Search)、「評估方案」(Alternative Evaluation)、「購買行為」(Purchase Decision)以及「購後行為」(Post-purchase Behavior)。
研究工具則使用網路問卷調查,將問卷內容置於免費問卷網站My3Q(www.my3q.com)提供BBS遊戲討論區及遊戲討論網站之網友連結填答,得到353份網路問卷,其中有效問卷計有327份。
研究結果如下:
一、男性使用者注重「遊戲主題與形式」,而女性注重「人物場景造形設計」。
二、女性使用者對「動作」、「益智」類型遊戲較男性使用者熱衷。
三、男性玩過的遊戲數量較女性為多。
四、女性較常與網友一同進行遊戲,男性則較常與現實中的朋友一起。
五、刺激流行族為線上遊戲主力族群。
六、積極規劃族對線上遊戲之投入程度較低。
七、固執理性族較不願意花費在線上遊戲上。 / On-line game industry is the key industry of digital content development in Taiwan. With the increasing categories of the on-line games, segmenting the consumers becomes an important subject. The study focus on how gender and lifestyle factors affect consumer behavior, which suggest to offer the on-line game manufacturers and on-line game consumer behavior researchers, to the understanding of on-line game players.
The E.K.B. consumer decision model has been applied on the study, and divides the consumer behavior into five stages: Problem Recognition, Information Search, Alternative Evaluation, Purchase Decision and Post-purchase Behavior.
Questionnaire post on free website My3Q (http://www.my3q.com) was used for this study, and offered BBS users and game websites users to link and fill out. Among completed 353 subjects, 327 are effective questionnaires.
The results of this study are:
First, most male players pay attention to “the theme and form of the game,” and most female players pay attention to “characters design and scenery design.”
Second, comparing with male players, most female users are in favor of “action games” and “casual games.”
Third, male players have more on-line game experience than female players.
Fourth, female players often join with internet friends; male players often join with friends in their real life.
Fifth, people who like exciting are the main population of on-line game.
Sixth, relatively, people who plan their life actively apply themselves less on the on-line game.
Finally, stubborn and rational people spend less on on-line game.
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線上遊戲領導力形塑歷程研究-以魔獸世界公會為例 / A process analysis of how the leadership skills honed in multiplayer online games: A case study of a world of warcraft's raiding guild.劉瑋 Unknown Date (has links)
多人角色扮演線上遊戲內是否有領導力?若有,這種能力如何培養、展現與有效實踐?本研究期待藉由探索魔獸世界公會團隊隊長(Raid Leader,簡稱RL)的遊戲歷程,探究線上遊戲如何可能成為形塑領導能力的場域,並分析此領導力應用於現實世界的機會與限制。 / 以線上遊戲「魔獸世界」為觀察環境,從RL在遊戲裡的日常工作、與他人相處、副本經歷到追求集體目標的過程,了解RL如何帶領玩家獲得成就感及形成影響力。擁有深遠故事背景、明確角色定位、任務導向及短中長期目標的「魔獸世界」正好提供良好的虛擬試煉空間,讓玩家組隊挑戰副本空間,讓玩家在自由組隊及各種征戰練習中,以團隊的力量尋找解答與達成擊敗魔王的目標。投入條件不斷變化的副本環境獲得利益與經驗等級,此過程所產生的情感與經濟的交換,使玩家間的關係變得複雜,也增加玩家對遊戲的黏著度,線上遊戲不但塑造出新的交友管道,更可能追引出新的管理模式與領袖培養機制。 / 本研究透過不同年齡與社會歷練之RL深度訪談,加上公會論壇的內容分析,察知在管理公會事務與副本征戰過程中的RL,將會於實踐遊戲目標之際建立自信與玩家間的信賴關係,並逐步形塑其領導力。此歷程中發現之策略運用、資源交換等遊戲技能;風險承擔與情緒管理等服務態度與合作分享等人格特質,與Drucker與Senge提出的領導力特質不謀而合,玩家將遊戲裡所獲得的心得分析、重組、整合,並把遊戲中與朋友相處的法則與解決問題的方式轉化及複製為現實社會裡的應用知識,線上遊戲除了可形塑創造願景、審時度勢、協調利益、嘗試創新、激勵賦能等領導者能力,可轉換至現實社會或不適宜轉換但可引以為戒的反向思考與限制也將一併於本研究中呈現。 / Is leadership really existent amongst on-line games? If so, how can those players develop, display or effectively practice their leadership when playing games? Then what will this capability affect or contribute to the virtual environment and our physical social context after players possess it? In order to answer these questions, this research has examined the character Raid leader or RL in on-line game, the World of Warcraft, investigated the forming process of his leadership and explored the ways in which an on-line game has become an arena to train leadership.
Based on the World of Warcraft, we have observed RL’s daily routines in the game, the interaction with other players and the process from the dungeon (also called instance) experience to achieve team’s goal pursuit in attempts in order to realize the model of interaction in on-line game as well as the ways in which RL has led all the team member to attain achievements and form their influence.
MMORPG with a long storyline, clear role position, mission orientation and different term goals offers an on-line gaming world where designed a series of quizzes and a dungeon for different player communities to challenge. Player can team up with the others, match with one another and conquer difference practices to find the resolution and defeat the monsters (also called Boss) in the dungeon.
After campaigning with team members in different personalities and joining continuously changing dungeon environments to gain different bonus and experience levels, players may form a close bond with one another and exchange treasures or information on hand in terms of their economic profit during the game.
Furthermore, after having some intensive interviews with RLs who are at different ages and having their own social experience in the real society as well as the analysis of the context in the guild forum, this research has discovered that RLs who manage guild affairs and conquer dungeon will establish their self-confidence and dependence with the other players when achieving the goals in games, and extend his leadership to those players.
Those findings from this forming procedure not only agree with the rules to hone leadership asserted by Drucker and Senge in recent years and the characteristics but also drew forth a team dynamics force to on-line player communities and a new mass movement that may influence the social impression or educational direction in the future.
By means of daily play of on-line games, players analyzed, re-organized and integrated their own feedback from the games, and involuntarily transferred the ways to get along with friends in games and to solve questions to tacit knowledge to manage the real society.
In addition to the search for the vision formed in on-line games and the characteristics of leadership as consideration of the situation, co-ordination of the profits on hand, attempt to innovate and ability to stimulate talents, some changeable key points, mechanism or limitation to the real society or unchangeable but referring points will also be presented in this research.
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