系統識別號 | U0002-2107201513240000 |
---|---|
DOI | 10.6846/TKU.2015.00621 |
論文名稱(中文) | 探討線上至離線交友之社交狀態轉移:以馬可夫鏈為基礎 |
論文名稱(英文) | Investigating Online to Offline Social Status: A Markov Chain Perspective |
第三語言論文名稱 | |
校院名稱 | 淡江大學 |
系所名稱(中文) | 企業管理學系碩士班 |
系所名稱(英文) | Department of Business Administration |
外國學位學校名稱 | |
外國學位學院名稱 | |
外國學位研究所名稱 | |
學年度 | 103 |
學期 | 2 |
出版年 | 104 |
研究生(中文) | 吳坤憲 |
研究生(英文) | Kun-Hsien Wu |
學號 | 602611245 |
學位類別 | 碩士 |
語言別 | 繁體中文 |
第二語言別 | |
口試日期 | 2015-06-15 |
論文頁數 | 67頁 |
口試委員 |
指導教授
-
張瑋倫
委員 - 李月華 委員 - 張德民 |
關鍵字(中) |
網路遊戲 馬可夫鏈 線上至離線社交 |
關鍵字(英) |
Online game Markov chain Online to offline Social networking |
第三語言關鍵字 | |
學科別分類 | |
中文摘要 |
本研究主旨在探討網路遊戲環境下,玩家的哪些行為會影響到線上至離線的社交。網路遊戲之組成份子與傳統的BBS站、網路聊天室而言有所不同,BBS站、網路聊天室以社交為目的,網路遊戲則是先對遊戲抱有興趣,才在遊戲內容的推動下進行社交行為。另一方面,網路遊戲在社群的組成方式也與時下流行的社群網站,如Facebook、twitter等有些差異,社群網站是先有一群在現實中的朋友,而後在網路上形成網路社群,但網路遊戲卻是直接在網路上組成了社群,然後有機會轉變成現實中的朋友。因此本研究將以馬可夫鏈的概念以及玩家特性,來分析玩家在遊戲中各個狀態對於線上至離線社交的影響情形,藉此來探究何種狀態變化會導致線上至離線社交的情況發生。 在遊戲行為的部分,利用文獻中的遊戲動機,配合ERG理論的概念中,動機引發行為的觀點,將遊戲動機視為一個具有概括性的網路遊戲行為,建立玩家行為的分類標準。資料收集的方式以發放網路問卷,共收集兩百份。依照受測者的回答來對應在馬可夫狀態上的排序,來構築馬可夫鏈。本研究將玩家將玩家依照主要遊戲活動,即社交、團隊合作、競爭、探索遊戲等四項活動,交叉組合分成四個種類:團隊與社交型、競爭與社交型、團隊與探索型與競爭與探索型。分析問卷的方法主要用馬可夫鏈中的概念,以轉移矩陣的方式呈現出不同類型的玩家,在各個遊戲行為上的變化機率,來理解各個狀態對於線上至離線社交的影響情形。研究中發現在網路遊戲行為中,有四項活動會促使玩家進行線上至離線社交的連結,分別為團隊合作、競爭、社交與探索遊戲。而使玩家傾向上述四種行為的原因,則須溯源於玩家進入遊戲之管道,為獨自一人還是與親友一同。 過去文獻中,在網路遊戲的社交方面主要分成了兩個部分。第一部分先討論了進入遊戲的動機,導致玩家在網路上追求社交。第二部分則是觀察玩家間的社交型態,以及離線社交的的出現情形。而本研究將兩者連接,主要針對玩家的遊戲行為做觀察,發掘何種行為能夠有較強的力量引發玩家對於社交的產生,進一步帶起離線社交的建立。將文獻中提及之既存社交將限制在遊戲中展開新社交的機會,以遊戲行為來建立連結並再詮釋,且以本研究之行為分析為基礎,推測出從線上社交轉變至離線社交的變化點。將玩家行為與社交需求連接,來獲得玩家更真實的社交情況。 |
英文摘要 |
This study discusses the behavior of players from online to offline social networking status in the online game environment. Online games consist several activists who are different from BBS and chat rooms. The purpose of BBS and chat room is used for social networking. However, the online game players are interested in game first and later socializing with other unfamiliar players. On the other hand, online games in social communities also different form social networking sites such as Facebook or Twitter. Social networking sites allow users to have a group of real world friends and form the community on the Internet. Nevertheless, online game may directly form an online community in the game and later have certain opportunities to meet in the real world. That is, this study will analyze players’ features by Markov chain to explore what changes may cause the status from online to offline social networking status. According to literature of game motivation, this research attempts to link the concept of ERG theory to players’ behavior. We assume online game has a motive as the general behavior. We also construct a taxonomy based on players’ behavior. This research collected 200 data through online questionnaire. In accordance with the subject's answer, we match each participant to transform a Markov chain matrix. In this study, the players may have main activities include socialization, teamwork, competition, and mechanics. We analyze the collect data based on Markov chain concept and estate the transition matrix. To understand the change in the probability of transition matrix of each category and to discover what impact online to offline behavior. Four activities may encourage players to link online to offline social networking, which are socialization, teamwork, competition, and mechanics. The reason for players’ leaving tendency might because of feeling alone or demanding to play with families or friends. In the past, the social aspect of online gaming can be divided into two parts. The first part discusses the motivation to enter the game, resulting in the pursuit of social players on the Internet. The second part is to observe the situation generated between players social patterns and the offline social status. This research connects online and offline concepts of players’ behavior of games and explores the actions can be taken to enable players to move to offline social status. Finally, this study also connects players’ behavior with social needs and help players realize own social situations in practice. |
第三語言摘要 | |
論文目次 |
目錄 目錄 I 表目錄 II 圖目錄 III 第一章 緒論 1 第一節 研究背景 1 第二節 研究動機 3 第三節 問題與目標 4 第二章 文獻探討 8 第一節 網路遊戲動機 8 第二節 線上至離線(Online to Offline)社交 10 第三章 研究方法 14 第一節 研究模型 14 第二節 馬可夫鏈 18 第四章 資料分析 24 第一節 資料收集 24 第二節 馬可夫鏈狀態轉換 26 第三節 綜合分析 39 第五章 結論 44 第一節 結論 44 第二節 學術與管理意涵 48 第三節 研究限制與未來建議 49 參考文獻 51 附錄一 研究問卷 56 附錄二 轉移矩陣之收斂過程 58 表目錄 表2-1 遊戲動機的三大構面及其內容 8 表2-2 網路遊戲研究的觀察目標之整理 10 表2-3 線上至離線社交相關研究整理 13 表3-1 本研究中動機之操作型定義 18 表3-2 馬可夫鏈的型態分類 20 表3-3 學者對馬可夫鏈概念的應用 21 表4-1 問卷填答情況 26 表4-2 玩家類型 27 表4-3 問卷填答內容轉換範例 28 表4-4 線上至離線社交實際情況 40 表4-5 學生族群與上班族的離線社交情況 40 圖目錄 圖2-1 O2O的電子商務與O2O的社交 11 圖2-2 曾經參與過O2O興趣社交的用戶 12 圖2-3 對於未來參加O2O興趣社交的意願 12 圖3-1 遊戲動機狀態之示意圖 16 圖4-1 受測者年齡分布比例 24 圖4-2 學生與其他上班族樣本比例 25 圖4-3 四種類型玩家的進入管道比例 38 圖4-4 四種類型玩家偏好遊戲類型比例 38 圖4-5 遊戲以外的社交情況 38 圖4-6 三種遊戲類型在線上至離線社交的出現情況 41 圖4-7 進入管道與離線社交達成率 42 圖5-1 本研究與過去文獻對網路遊戲社交研究之對比 47 |
參考文獻 |
[1].張玉珮 (2009). 遊戲、人生:從線上遊戲玩家探討網路世界與日常生活的結合. 新聞學研究, 第98期, 1-45. [2].阎琨 (2011). 中國留學生在美國狀況探析: 跨文化適應和挑戰. 清華大學教育研究, 第32卷第2期, 100-109. [3].Ah Reum Kang, Juyong Park & Huy Kang Kim (2013). Loyalty or Profit? Early Evolutionary Dynamics of Online Game Groups. Network and Systems Support for Games (NetGames), 2013 12th Annual Workshop on, 1-6. DOI:10.1109/NetGames.2013.6820602 [4].Alex Rambell (2010). Why Online2Offline Commerce Is A Trillion Dollar Opportunity. Retrieved from http://techcrunch.com/2010/08/07/why-online2offline-commerce-is-a-trillion-dollar-opportunity/ [5].Ashwini Nadkarni & Stefan G. Hofmann (2012). Why do people use Facebook? Personality and Individual Differences, 52(3), 243–249 [6].Bartle, R. (1996). EARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS.Retrieved from http://mud.co.uk/richard/hcds.htm [7].Chen, V. H. H., Duh, H. B. L., Phuah, P. S. K. & Lam, D. Z. Y. (2006). Enjoyment or engagement? Role of social interaction in playing massively multiplayer online role –playing games. Lecture Notes in Computer Science, 4161, 262-267. [8].Chin-Lung Hsu & Hsi-Peng Lu (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41, 853-868. [9].Ching-I Teng (2010). Customization, immersion satisfaction, and online gamer loyalty. Computers in Human Behavior, 26(6), 1547-1554. [10].Ching-I Teng & Wei-Wen Chen (2014). Team participation and online gamer loyalty. Electronic Commerce Research and Applications, 13(1), 24-31. [11].Christou, G. (2014). The interplay between immersion and appeal in video games. Computers in Human Behavior, 32, 92-100. [12].Cuihua Shen & Dmitri Williams (2011). Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being. Communication Research, 38(1), 123-149. [13].Dan K. Thompson & James M.Waddington (2014). A Markov chain method for simulating bulk density profiles in boreal peatlands. Geoderma, 232-234, 123-129. [14].Daniel Kardefelt-Winther (2014). The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming. Computers in Human Behavior, 38, 68-74. [15].danah m. boyd & Nicole B. Elison (2007). Social Network Sites: Definition, History, and Scholarship.Computer-Mediated Communication, 13(1), 210-230. [16].Daria J. Kuss, M.Sc., M.A., Jorik Louws, M.Sc., and Reinout W. Wiers, Ph.D. (2012). Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games. Cyberpsychology, Behavior, and Social Networking, 15(9), 480-485. [17].Diana Hassouneh & Malaika Brengman (2014). A motivation-based typology of social virtual world users. Computers in Human Behavior, 33, 330-338. [18].Dmitri Williams, Nicolas Ducheneaut, Li Xiong, Nick Yee & Eric Nickell (2006). From Tree House to Barracks The Social Life of Guilds in World of Warcraft. Games and Culture, 1(4), 338-361. [19].Dmitri Williams, Scott Caplan & Li Xiong (2007). Can You Hear Me Now? The Impact of Voice in an Online Gaming Community. Human Communication Research, 33(4), 427–449. [20].Dmitri Williams, Nick Yee & Scott E. Caplan (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Computer-Mediated Communication, 13(4), 993-1018. [21].Ducheneaut, N., Moore, R. J. & Nickell, E. (2007). Virtual “third places”: A case study of sociability in massively multiplayer games. Computer Supported Cooperative Work, 16, 129-166. [22].Ebrahimi, M. & Lei Chen (2014, February). Emerging cyberworld attack vectors: Modification, customization, secretive communications, and digital forensics in PC video games. Paper presented at International Conference on Computing, Networking and Communications (ICNC), Honolulu, Hawaii, 934-939. [23].Elvis Mazzoni & Maria Iannone (2014). From high school to university: Impact of social networking sites on social capital in the transitions of emerging adults. Educational Technology, 45(2), 303-315. [24].Francis Dalisay, Matthew J Kushin, Masahiro Yamamoto, Yung-I Liu & Paul Skalski (2014). Motivations for game play and the social capital and civic potential of video games. New Media & Society, 1-19. [25].Fuster, H., Carbonell, X., Chamarro, A. & Oberst, U. (2013). Interaction with the Game and Motivation among Players of Massively Multiplayer Online Role-Playing Games. The Spanish Journal of Psychology, 16, 1-8. [26].Germinal Cocho, Pedro Miramontes, Ricardo Mansilla, Wentian Li (2014). Bacterial genomes lacking long-range correlations may not be modeled by low-order Markov chains: The role of mixing statistics and frame shift of neighboring genes. Computational Biology and Chemistry, 53(Part A), 15-25. [27].Goffman, E. (1959). The Presentation of Self in Everyday Life. The United States: Anchor Books. [28].Grace C. Huang, Ph.D., Jennifer B. Unger, Ph.D., Daniel Soto, M.P.H., Mary Ann Pentz, Ph.D., Maryalice Jordan-Marsh, Ph.D. & Thomas W. Valente, Ph.D. (2014). Peer Influences: The Impact of Online and Offline Friendship Networks on Adolescent Smoking and Alcohol Use. Adolescent Health, 54(5), 508-514. [29].Guglielmo D’Amico, Filippo Petroni & Flavio Prattico (2013). First and second order semi-Markov chains for wind speed modeling. Physica A, 392(5), 1194-1201. [30].Helena Cole, B.Sc. & Mark D. Griffiths, Ph.D. (2007). Social Interactions in Massively Multiplayer Online Role-Playing Gamers. CyberPsychology & Behavior, 10(4), 575-583. [31].Hyun Jung Oh, Elif Ozkaya & Robert LaRose (2014). How does online social networking enhance life satisfaction?The relationships among online supportive interaction, affect,perceived social support, sense of community, and life satisfaction. Computers in Human Behavior, 30, 69-78. [32].Hutchins, B. (2008). Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games. New Media & Society, 10, 851-869. [33].J. Patrick Williams, David Kirschner & Zahirah Suhaimi-Broder (2014). Structural Roles in Massively Multiplayer Online Games: A Case Study of Guild and Raid Leaders in World of Warcraft. Studies in Symbolic Interaction, 43, 121-142. [34].Joël Billieux, Martial Van der Linden, Sophia Achab, Yasser Khazaal, Laura Paraskevopoulos, Daniele Zullino & Gabriel Thorens (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103-109. [35].Keith N. Hampton, Lauren Sessions Goulet, Lee Rainie & Kristen Purcell (2011).Social networking sites and our lives.Retrieved from http://www.pewinternet.org/2011/06/16/social-networking-sites-and-our-lives/ [36].Kowert, R. & Oldmeadow, J. (2013). (A) Social reputation: Exploring the relationship between online video game involvement and social competence. Computers in Human Behavior, 29, 1872–1878. [37].Kris Boyle & Thomas J. Johnson (2010). MySpace is your space? Examining self-presentation of MySpace users. Computers in Human Behavior, 26(6), 1392-1399. [38].Lee, J. & Lee, H. (2010). The computer-mediated communication network:Exploring the linkage between the online community and social capital. NewMedia & Society, 12, 711–727. [39].Leo Sang-Min Whang, Ph.D. & Geunyoung Chang, Ph.D. (2004). Lifestyles of Virtual World Residents: Living in the On-Line Game “Lineage”. Cyberpsychology, Behavior, 7(5), 592-600. [40].Lia Emanuel, Greg J. Neil, Chris Bevan, Danaë Stanton Fraser, Sarah V. Stevenage, Monica T. Whitty, Sue Jamison-Powell (2014). Who am I? Representing the self offline and in different online contexts. Computers in Human Behavior, 41, 146-152. [41].Lina Eklund, Magnus Johansson (2013). “Played and Designed Sociality in a Massive Multiplayer Online Game,” Computer Game Culture, 7(1), 35-54. [42].Li Lu, Cuihua Shen & Dmitri Williams (2014). Friending your way up the ladder: Connecting massive multiplayer online game behaviors with offline leadership.Computers in Human Behavior, 35, 54-60. [43].Lukas Blinka & Jakub Mikuška (2014). The role of social motivation and sociability of gamers in online game addiction. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 8(2), article 6. doi: 10.5817/CP2014-2-6 [44].Martin Ellis, Dimitrios P. Pezaros, Theodore Kypraios & Colin Perkins (2014). A two-level Markov model for packet loss in UDP/IP-based real-time video applications targeting residential users. Computer Networks, 70(9), 384-399. [45].Ming Liu & Wei Peng (2009). Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games). Computers in Human Behavior, 25(6), 1306–1311. [46].Miyata, K. & Kobayashi, T. (2008). Causal relationship between internet use and social capital in Japan. Asian Journal of Social Psychology, 11, 42–52. [47].Muhterem Dindar & Yavuz Akbulut (2014) Motivational characteristics of Turkish MMORPG players. Computers in Human Behavior, 33, 119-125. [48].Natasha F. Veltri, Hanna Krasnova, Annika Baumann & Neena Kalayamthanam (2014). Gender Differences in Online Gaming: A Literature Review. Retrieved from http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1231&context=amcis2014&sei-redir=1&referer=http%3A%2F%2Fscholar.google.com.tw%2Fscholar%3Fq%3DGender%2BDifferences%2Bin%2BOnline%2BGaming%253A%2BA%2BLiterature%2BReview%26btnG%3D%26hl%3Dzh-TW%26as_sdt%3D0%252C5#search=%22Gender%20Differences%20Online%20Gaming%3A%20Literature%20Review%22 [49].Nicholas Taylor, Jennifer Jenson, Suzanne de Castell & Barry Dilouya (2014). Public Displays of Play: Studying Online Games in Physical Settings. Computer-Mediated Communication, 19(4), 763–779. [50].Nick Yee (2007). Motivations of Play in Online Games. CyberPsychology and Behavior, 9, 772-775. [51].Nicolas Ducheneaut, Nicholas Yee, Eric Nickell & Robert J. Moore (2006). "Alone together?": exploring the social dynamics of massively multiplayer online games. Human Factors in Computing Systems, 407-416. [52].Nicole J. Look Hong, Steven L. Chang & Chandrajit P. Raut (2014). The economic impact of cytoreductive surgery and tyrosine kinase inhibitor therapy in the treatment of advanced gastrointestinal stromal tumours: A Markov chain decision analysis. European Journal of Cancer, 50(2), 397-405. [53].Oldenburg, R. (1989). The Great Good Place: Café, Coffee Shops, Community Centers, Beauty Parlors, General Stores, Bars, Hangouts, and How They Get You through the Day. Paragon House Publishers. [54].Pollet, T. V., Roberts, S. G. B. & Dunbar, R. I. M. (2011). Use of social network sites and instant messaging does not lead to increased offline social network size, or to emotionally closer relationships with offline network members. Cyberpsychology, Behavior, and Social Networking, 14, 253–258. [55].Rachel Kowert & Julian A. Oldmeadow (2014). Playing for social comfort: Online video game play as a social accommodator for the insecurely attached. Computers in Human Behavior. Retrieved from http://www.sciencedirect.com/science/article/pii/S0747563214002829 [56].Ramon Oldenburg, Dennis Brissett (1982). The third place. Qualitative Sociology, 5(4), 265-284. [57].Sergio J. Rey, Alan T. Murray, Tony H. Grubesic, Elizabeth Mack, Ran Wei, Luc Anselin & Marie Griffin (2014). Sex Offender Residential Movement Patterns: A Markov Chain Analysis. Professional Geographer, 66(1), 102-111. [58].Seshadri Tirunillai, Gerard J. Tellis (2014). Mining Marketing Meaning from Online Chatter: Strategic Brand Analysis of Big Data Using Latent Dirichlet Allocation. Marketing Research, 51(4), 463-479. [59].Sheng-Wuu Joe & Chou-Kang Chiu (2009). Proposing online game loyalty and its antecedents considering gender as a moderator: a qualitative study. Quality & Quantity, 43(5), 731-741. [60].Snodgrass JG, Dengah HJ 2nd, Lacy MG & Fagan J. (2013). A formal anthropological view of motivation models of problematic MMO play Achievement, social, and immersion factors in the context of culture. Transcultural Psychiatry, 50(2), 235-262. [61].Soroosh Sharifi, Sudhir Murthy, Imre Takács, Arash Massoudieh (2014). Probabilistic parameter estimation of activated sludge processes using Markov Chain Monte Carlo. Water Research, 50, 254-266. [62].Taylor, T.L. (2006). Play between Worlds: Exploring Online Gaming Culture.Cambridge: The MIT Press. [63].Trepte, S., Reinecke, L. & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 28(3), 832–839. [64].Vergeer, M. & Pelzer, B. (2009). Consequences of media and internet use for offline and online network capital and well-being, a causal model approach. Journal of Computer-Mediated Communication, 15, 189–210. [65].Weigang Zhao, Jianzhou Wang & Haiyan Lu (2014). Combining forecasts of electricity consumption in China with time-varying weights updated by a high-order Markov chain model. Omega, 45, 80-91. [66].Williams, D. (2007). The impact of time online: Social capital and cyberbalkanization. CyberPsychology & Behavior, 10, 398–406. [67].Xiaojing Xi, Rogemar Mamon & Matt Davison (2014). A Higher-Order Hidden Markov Chain-Modulated Model for Asset Allocation. Mathematical Modelling and Algorithms in Operations Research, 13(1), 59-85. [68].Yi Ding , Ya Zhou & Atreyi Kankanhalli (2014). WHY DO I INVITE FRIENDS TO JOIN: AN EMPIRICAL STUDY OF MOBILE SOCIAL NETWORK GAME. PACIS 2014 Proceedings, Paper 137. [69].Yvette Wohn D., Yu-hao Lee, Jieun Sung & Torger Bjornrud (2010). Building Common Ground and Reciprocity through Social Network Games. Student Research Competition, 4423-4428. [70].Zhengchuan Xu, Ofir Turel & Yufei Yuan (2012). Online game addiction among adolescents:motivation and prevention factors. Information Systems, 21, 321-340. [71].Zhi-Jin Zhong (2011). The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital.Computers in Human Behavior, 27(6), 2352–2363 |
論文全文使用權限 |
如有問題,歡迎洽詢!
圖書館數位資訊組 (02)2621-5656 轉 2487 或 來信