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題名:線上遊戲的魅力
書刊名:資訊社會研究
作者:陳怡安
作者(外文):Chen, Yi-an
出版日期:2002
卷期:3
頁次:頁183-214
主題關鍵詞:需求滿足利社會行為利己主義沉浸理論高峰經驗Need gratificationProsocial behaviorEgoismFlow theoryPeak of experience
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(20) 博士論文(2) 專書(1) 專書論文(0)
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  • 共同引用共同引用:0
  • 點閱點閱:110
線上遊戲有如人生縮影,玩家在遊戲中釋放了內心最深處的渴望。線上遊戲虛擬社群的人際互動,產生凝聚力與認同成。本文主要探討遊戲的新天堂樂園,所帶給玩家的各種不同之需求滿足。線上遊戲反映並揭露出每個人心中潛在而又真實的慾望,人性的善與惡均淋漓盡至的呈現於眼前,玩家在此體驗愛恨情仇。本文利用Maslow的理論來分析玩家在遊戲中的需求滿足,並且說明線上遊戲本身的獨有特性是造成玩家們較容易產生沉浸經驗的重要原因,沉浸經驗帶給玩家成就成、滿足成,並且產生一種充滿樂趣的心理狀態。並以Maslow的高峰經驗,說明玩家在自我實現需求得到滿足後,繼續向自我挑戰、邁向超越顛峰的目標。為求高峰經驗的達到,也是一些電玩玩家更加日以繼夜的沉溺於遊戲的重要因素。遊戲中的角色扮演、趣味性、遠距臨場成、操控性、即時多人互動性等特性,都會影響遊戲過程中沉浸經驗的產生。玩家們沉浸於富有趣味性、即時互動性的遊戲世界中,它實現了人類的夢想,滿足了玩家內心的需求與渴望,讓心靈找到出口,讓玩家釋放情感與壓力,提供了玩家一個最佳的場域。
Online gaming is a microcosm of life in which the plays release their innermost desires and generate a sense of coherence and identity. The following document will discuss the new paradise of online gaming and how it satisfies the various needs of the players. Online gaming reflects and reveals everybody's true potential desires and displays the good and evil of human nature to the fullest extent right before the players' eyes; love and hatred, as well as lust and vengeance, are all experienced by the players. This document analyzes how the players satisfy their needs with Maslow's theory and explains how the uniqueness of online gaming makes it easier for the players to experience the flow experience. The flow experience gave the players a sense of achievement and satisfaction and generated the mentality of fun. According to Maslow's theory of Peak Experience, once the players have satisfied their needs for self-actualization, they will continue to challenge themselves by trying to reach an even higher goal. Moreover, sometimes the pursuit of the peak experience is an important reason why players immerse themselves in video games day after day. The role-playing, the fun, the sense of remote presence, the control of the characters, and the instant multiplayer interactivity all contribute to the generation of the flow experience. Once the players are immersed in the interactive game world of fun, they have entered an awesome realm where their dreams are realized, needs and desires are met, minds are opened to new possibilities, and stress and suppressed emotions are released.
期刊論文
1.Bar-Tal, D.(1982)。Sequential Development of Helping Behavior: A Cognitive Learning Approach。Developmental Review,2(2),101-124。  new window
2.Parks, M. R.、Floyd, K.(1996)。Making Friends in Cyberspace。Journal of Communication,46(1),80-97。  new window
3.Rice, R. E.(1993)。Media appropriateness: Using social presence theory to compare traditional and new organizational media。Human Communication Research,19(4),451-484。  new window
4.Csikszentmihalyi, Mihály、LeFevre, Judith(1989)。Optimal experience in work and Leisure。Journal of Personality and Social Psychology,56(5),815-822。  new window
5.Webster, Jane、Trevino, Linda Klebe、Ryan, Lisa(1993)。The dimensionality and correlates of flow in human-computer interactions。Computers in Human Behavior,9(4),411-426。  new window
6.Moneta, G. B.、Csikszentmihalyi, M.(1996)。The effect of perceived challenges and skills on the quality of subjective experience。Journal of Personality,64(2),275-310。  new window
7.Maslow, Abraham H.(1943)。A Theory of Human Motivation。Psychological Review,50(4),370-396。  new window
8.Ghani, Jawaid A.、Deshpande, Satish P.(1994)。Task Characteristics and the Experience of Optimal Flow in Human-computer Interaction。The Journal of Psychology,128(4),381-391。  new window
9.Hoffman, Donna L.、Novak, Thomas P.(1996)。Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations。Journal of Marketing,60(3),50-68。  new window
10.蔡明達、鍾志明、陳慶峰(20010700)。從心流(flow)理論探討線上遊戲參與者之網路使用行為。資訊管理研究. 南華大學,1,99-111。  延伸查詢new window
11.Privette, G.(1983)。Peak Experience, Peak Performance, and Flow: A Comparative Analysis of Positive Human Experience。Journal of Personality and Social Psychology,45(6),1361-1368。  new window
12.Walther, J. B.(1992)。Interpersonal Effects in Computer-mediated Communication: A Relational Perspective。Communication Research,19(1),52-90。  new window
13.Walther, J. B.(1996)。Anticipated Ongoing Interaction Versus Channel Effects on Relational Communication in Computer-mediated Interaction。Human Communication Research,20(4),473-501。  new window
會議論文
1.黃立文(1998)。網路使用的快感與神迷--遊戲理論與網路瀏覽行為之初探。台灣學術網路一九九八研討會。高雄:中山大學。  延伸查詢new window
2.李逢堅(2001)。青少年網路聊天室使用文化之研究。  延伸查詢new window
3.黃厚銘(1998)。面具與人格認同--網路的人際關係。台北。  延伸查詢new window
4.翟本瑞(2001)。逃到網中:網路認同形成的心理機制研究。  延伸查詢new window
研究報告
1.陳英豪、吳裕益、李坤崇(1988)。師專升級新制師院生生活適應與教學態度之比較。  延伸查詢new window
學位論文
1.鄭玉卿(1992)。馬斯洛的人本心理學及其在教育上的蘊義(碩士論文)。國立臺灣師範大學。  延伸查詢new window
2.王靜惠(1998)。網路瀏覽涉入與流暢經驗之相關探討(碩士論文)。國立中正大學,嘉義縣。  延伸查詢new window
3.張德儀(1998)。WWW使用者之瀏覽行為與心理探究(碩士論文)。國立中正大學。  延伸查詢new window
4.黃厚銘(2001)。虛擬社區中的身分認同與信任(博士論文)。國立臺灣大學。  延伸查詢new window
5.謝豐存(2001)。虛擬世界擇偶--以配對網站的異性交往為例(碩士論文)。國立臺灣師範大學,台北。  延伸查詢new window
6.劉守信(2000)。青少年網路使用行為與輔導方案之研究--以新竹市為例(碩士論文)。元智大學。  延伸查詢new window
7.黃瓊慧(2000)。從沈浸(flow)理論探討台灣大專學生之網路使用行為(碩士論文)。國立交通大學。  延伸查詢new window
圖書
1.Eisenberg, N.、Mussen, P. H.(1989)。The Roots of Prosocial Behavior in Children。Cambridge University Press。  new window
2.Maslow, Abraham Harold、Frager, Robert、Fadiman, J.、McReynolds, C.、Cox, R.(1987)。Motivation and personality。New York:Harper and Row。  new window
3.Bar-Tal, Daniel(1976)。Prosocial Behavior: Theory and Research。Washington, DC:New York:Hemisphere Pub. Corp.。  new window
4.Csikszentmihalyi, Mihaly、Csikszentmihalyi, Isabella Selega(1988)。Optimal Experience: Psychological Studies of Flow in Consciousness。Cambridge University Press。  new window
5.Turkle, S.、譚天、吳佳真(1998)。虛擬化身--網路世代的身分認同。臺北:遠流。  延伸查詢new window
6.Castells, Manuel、夏鑄九、王志爱、殷寶寧、溫蓓章、黃麗玲、魏慶嘉(1998)。網絡社會之崛起。臺北:唐山出版社。  延伸查詢new window
7.Fishkin, James S.(1995)。The Voice of the People: Public Opinion and Democracy。Yale University Press。  new window
8.葉重新(2004)。心理學。臺北:心理。  延伸查詢new window
9.Rheingold, Howard(1993)。The Virtual Community: Homesteading on the Electronic Frontier。Addison-Wesley Publishing Company。  new window
10.Gredler, Margaret E.、吳幸宜(1994)。學習理論與教學應用。臺北:心理。  延伸查詢new window
11.Maslow, Abraham H.、Frager, Robert、Fadiman, James、McReynolds, C.(1970)。Motivation and Personality。Harper。  new window
12.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
13.Maslow, Abraham H.(1954)。Motivation and Personality。Harper & Row。  new window
14.Moore, S. G.(1982)。Prosocial Behavior in the Early Year: Peer Influence。Handbook of Research in Early Childhood Education \\ B. Spodek (Ed.)。New York。  new window
單篇論文
1.Novak, T. P.,Hoffman, D. L.,Yung, Y. F.(1997)。Measuring the Flow Experience among Web Users,Vanderbilt University。  new window
其他
1.向陽基金會(2001)。青少年網咖經驗調查報告。  延伸查詢new window
 
 
 
 
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