| 研究生: |
阮陳克托 Thuat Nguyen Tran Khac |
|---|---|
| 論文名稱: |
「AI是否有助於遊戲玩法與直播?」:電子競技生態系統中雙向AI系統框架研究 “Is AI helpful in Gameplay and Streaming?”: A Framework for Bidirectional AI Systems in the Esports Ecosystem |
| 指導教授: |
林日璇
Jih-Hsuan Tammy Lin |
| 口試委員: |
施宗仁
TJ 楊孟潔 Jacie Yang |
| 學位類別: |
碩士
Master |
| 系所名稱: |
傳播學院 - 國際傳播英語碩士學位學程(IMICS) International Master's Program in International Communication Studies(IMICS) |
| 論文出版年: | 2026 |
| 畢業學年度: | 114 |
| 語文別: | 英文 |
| 論文頁數: | 184 |
| 中文關鍵詞: | 電子競技 、雙向AI 、人類在環(HITL) 、可解釋性 AI(XAI) 、觀眾參與 、技術接受度 |
| 外文關鍵詞: | Esports, Bidirectional AI, Human-in-the-Loop, Explainability (XAI), Spectator Engagement, Technology Acceptance |
| 相關次數: | 點閱:12 下載:0 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
人工智慧(AI)已成為電子競技生態系統中的遊戲玩法優化工具與觀眾參與催化劑,然而現有研究仍將「以玩家為中心」和「以觀眾為中心」的 AI 視為相互分離的領域。本論文提出了一個「雙向 AI 架構」(Bidirectional AI Framework),旨在透過建立競技表現與賽事轉播體驗之間的閉環關係來彌合這一鴻溝。本研究對 20 名玩家、實況主及核心觀眾進行了深度訪談,並採用演繹主題分析法(deductive thematic analysis)進行分析,探討在 MOBA(多人在線戰術競技遊戲)語境下,使用者對 AI 的認知、信任校準以及接受障礙。研究結果揭示了一個核心矛盾:專家用戶更看重自主權與競技公平性,而初學者則將 AI 視為學習支架(learning scaffold);與此同時,觀眾普遍追求具備情境感與敘事驅動的視覺化呈現,以在不破壞情感高潮的前提下豐富觀賽體驗。該架構將這些發現轉化為以可解釋性 AI(XAI)、人類在環(HITL)控制以及情境感知個性化為核心的設計建議,為致力於在競技遊戲中發展「人機協同自適應系統」的開發商與轉播商提供了策略藍圖。
Artificial Intelligence (AI) has emerged as both a gameplay optimization tool and a spectator engagement catalyst within the Esports ecosystem, yet existing research treats player-centric and viewer-centric AI as disconnected domains. This thesis proposes a Bidirectional AI Framework that bridges this divide by creating a closed-loop relationship between competitive performance and broadcast experience. Drawing on 20 in-depth interviews with players, streamers, and dedicated viewers, analyzed deductive thematic analysis, the study examines user perceptions, trust calibration, and barriers to AI acceptance across the MOBA context. Findings reveal a core tension between expert users, who prioritize autonomy and competitive integrity, and beginners, who embrace AI as a learning scaffold; while viewers consistently seek contextual, narrative-driven visualizations that enrich without spoiling emotional climax. The framework translates these findings into design recommendations centered on explainability (XAI), Human-in-the-Loop (HITL) control, and context-aware personalization, offering a strategic roadmap for developers and broadcasters pursuing human–AI co-adaptive systems in competitive gaming.
Acknowledgements 3
Abstract 4
摘 要 5
Introduction 8
Literature Review 15
Theoretical Foundation of AI Integration 15
Transition from Gaming to Esports 18
AI in Training and Gameplay 23
AI in Broadcasting and Spectator Experience 25
Theoretical Framework for AI Integration in Esports 27
Theoretical Gaps 32
Conceptual Framework 35
Overview 35
Research Questions 36
Conceptual Model Illustration 38
Methodology 40
Introduction 40
Qualitative Research Design 40
Research Approach 43
Research Design 43
Data Collection Methods 46
Results 56
Perceived Usefulness 57
Cognitive Adjustment 65
Acceptance Intention 73
Summary of Key Findings 82
Discussion 84
Conclusion 93
Reference 95
Appendix A Interview Protocol- Gameplay AI Section 101
Appendix B Interview Protocol- Streaming AI Section 104
Appendix C Interview Transcripts 108
Amershi, S., Weld, D., Vorvoreanu, M., Fourney, A., Nushi, B., Collisson, P., Suh, J., Iqbal, S., Bennett, P. N., Inkpen, K., Teevan, J., Kikin-Gil, R., & Horvitz, E. (2019). Guidelines for human-AI interaction. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1–13). ACM. https://doi.org/10.1145/3290605.3300233
Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2019). The psychology of esports: A systematic literature review. Journal of Gambling Studies, 35(2), 351–365. https://doi.org/10.1007/s10899-018-9763-1
Białecki, A., Michalak, B., & Gajewski, J. (2024). Esports training, periodization, and software, A scoping review. Applied Sciences, 14(22), Article 10354. https://doi.org/10.3390/app142210354
Bobrovich, I. (2024). esports: Insider tips on succeeding in the industry that is shaping the future of entertainment. Palgrave Macmillan. https://doi.org/10.1007/978-3-031-57265-4
Booth, M. (2009). The AI systems of Left 4 Dead. In Proceedings of the Artificial Intelligence and Interactive Digital Entertainment Conference. Stanford University.
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101.
Brinkmann, S., & Kvale, S. (2015). InterViews: Learning the craft of qualitative research interviewing (3rd ed.). SAGE Publications.
Burrell, J. (2016). How the machine “thinks”: Understanding opacity in machine learning algorithms. Big Data & Society, 3(1). https://doi.org/10.1177/2053951715622512
Campbell, M., Hoane, A. J., Jr., & Hsu, F. (2002). Deep Blue. Artificial Intelligence, 134(1–2), 57–83.
Chan, L., Hogaboam, L., & Cao, R. (2024). Applied artificial intelligence in business: Concepts and cases. Springer. https://doi.org/10.1007/978-3-031-52357-1
Combs, N. (2004). Artificial intelligence and the narrative experience in the virtual world. On the Horizon, 12(3), 117–122. https://doi.org/10.1108/10748120410555368
Costa, L. M., Drachen, A., Souza, F. C. M., & Xexéo, G. (2024). Artificial intelligence in MOBA games: A multivocal literature mapping. IEEE Transactions on Games, 16(2), 250–269. https://doi.org/10.1109/TG.2023.3282157
Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340. https://doi.org/10.2307/249008
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 982–1003.
Esports World Cup Foundation. (2025). About. Retrieved May 2025, from https://esportsworldcup.com/en/about
Fife, S. T., & Gossner, J. D. (2024). Deductive qualitative analysis: Evaluating, expanding, and refining theory. International Journal of Qualitative Methods, 23, 1–18.
Freeman, G., & Wohn, D. Y. (2019). Esports as an emerging research context at the intersection of game studies and media psychology. Convergence: The International Journal of Research into New Media Technologies, 25(5–6), 839–856. https://doi.org/10.1177/1354856519854754
Friehs, M. A., Klarkowski, M., Frommel, J., Phillips, C., & Mandryk, R. L. (2023). Enhanced esports: Community perspectives on performance enhancers in competitive gaming [Manuscript]. Max Planck Institute for Human Cognitive and Brain Sciences; University of Saskatchewan; University College Dublin; Utrecht University.
Green, M. C., & Brock, T. C. (2000). The role of transportation in the persuasiveness of public narratives. Journal of Personality and Social Psychology, 79(5), 701–721.
Guest, G., Bunce, A., & Johnson, L. (2006). How many interviews are enough? An experiment with data saturation and variability. Field Methods, 18(1), 59–82.
Hello Games. (2016). No Man’s Sky [Video game]. Hello Games.
Hodge, V. J., Devlin, S., Sephton, N., Block, F., Cowling, P. I., & Drachen, A. (2019). Win prediction in multiplayer esports: Live professional match prediction. IEEE Transactions on Games, 13(4), 368–379. https://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=8906016
Integrating AI in academic exploration – Changing the paradigm. (2024, April 24). University World News. https://www.universityworldnews.com/post.php?story=20240424125411397
Jobin, A., Ienca, M., & Vayena, E. (2019). The global landscape of AI ethics guidelines. Nature Machine Intelligence, 1, 389–399. https://doi.org/10.1038/s42256-019-0088-2
Kugler, L. (2022). How AI is driving the esports boom. Communications of the ACM, 65(11), 16–18. https://doi.org/10.1145/3546956
Lee, J. D., & See, K. A. (2004). Trust in automation: Designing for appropriate reliance. Human Factors, 46(1), 50–80. https://doi.org/10.1518/hfes.46.1.50.30392
Lorenz, E. N. (1963). Deterministic nonperiodic flow. Journal of the Atmospheric Sciences, 20(2), 130–141. https://doi.org/10.1175/1520-0469(1963)020<0130:DNF>2.0.CO;2
Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage Publications.
Ma, H., Wu, Y., & Wu, X. (2023). Research on essential difference of e-sport and online game. In Proceedings of the 2023 International Conference on Digital Media Innovation and Management (Chapter 79).
Mason, J. (2002). Qualitative researching (2nd ed.). SAGE Publications.
Millington, I. (19). AI for games. CRC Press. https://doi.org/10.1201/9781351053303
Mobalytics. (n.d.). Mobalytics: Performance analytics for gamers. Retrieved October 6, 2025, from https://mobalytics.gg
Mustofa, R. H., Kuncoro, T. G., Atmono, D., Hermawan, H. D., & Sukirman. (2025). Extending the technology acceptance model: The role of subjective norms, ethics, and trust in AI tool adoption among students. Computers and Education: Artificial Intelligence, 8, Article 100379. https://doi.org/10.1016/j.caeai.2025.100379
Nagorsky, E., & Wiemeyer, J. (2020). The structure of performance and training in esports. PLOS ONE, 15(8), Article e0237584. https://doi.org/10.1371/journal.pone.0237584
Newzoo. (2024). Global Esports and Live Streaming Market Report 2024. Newzoo. https://newzoo.com
Nintendo. (1981). Donkey Kong [Arcade game]. Nintendo.
Lowood, H. (2006). A brief biography of computer games. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 25–41). Lawrence Erlbaum.
Omnic.AI. (2024). AI-powered esports coaching platform. https://omnic.ai
Ontañón, S., Synnaeve, G., Uriarte, A., Richoux, F., Churchill, D., & Preuss, M. (2013). A survey of real-time strategy game AI research and competition in StarCraft. IEEE Transactions on Computational Intelligence and AI in Games, 5(4), 293–311.
OpenAI. (2019). OpenAI Five defeats Dota 2 world champions. https://openai.com
Pagáč, T., & Kriglstein, S. (2023). Using audience avatars to increase sense of presence in live-streams. In H. P. da Silva & P. Cipresso (Eds.), Computer-human interaction research and applications: Proceedings of the 7th International Conference, CHIRA 2023, Rome, Italy, November 16–17, 2023 (Part II, Vol. 1997, pp. 326–327). Springer.
Pajitnov, A. (1984). Tetris [Video game]. Elektronorgtechnica.
Patton, M. Q. (2015). Qualitative research & evaluation methods (4th ed.). SAGE Publications.
Railsback, D., & Caporusso, N. (2018). Investigating the human factors in eSports performance. In A. A. Ergonomics (Ed.), Advances in human factors in wearable technologies and game design (pp. 325–334). Springer. https://doi.org/10.1007/978-3-319-94619-1_32
Shneiderman, B. (2020). Human-centered artificial intelligence: Three fresh ideas. AIS Transactions on Human-Computer Interaction, 12(3), 109–124. https://doi.org/10.17705/1thci.00131
Smerdov, A., Somov, A., Burnaev, E., & Stepanov, A. (2023). AI-enabled prediction of video game player performance using the data from heterogeneous sensors. Multimedia Tools and Applications, 82, 11021–11046. https://doi.org/10.1007/s11042-022-13464-0
Staff, C. (2025, May 20). What is AI integration? Coursera. https://www.coursera.org/articles/ai-integration
Statista. (2024). Leading esports game genres worldwide by audience share and revenue 2024. Statista Research Department. https://www.statista.com
Švelch, J. (2022). Should the monster play fair? Reception of artificial intelligence in Alien: Isolation. Game Studies, 22(1). https://gamestudies.org/2002/articles/jaroslav_svelch
Taito. (1978). Space Invaders [Arcade game]. Taito.
Vashee, K. (2023, December 22). The Human-In-The-Loop. ModernMT Blog. https://blog.modernmt.com/human-in-the-loop/
Vroom, V. H. (1964). Work and motivation. Wiley.
Wang, M. (2023). The communication effectiveness of AI win prediction applied in esports live streaming: A pilot study. In H. P. da Silva & P. Cipresso (Eds.), Computer-Human Interaction Research and Applications: Proceedings of CHIRA 2023 (Vol. 1997, pp. 315–325). Springer. https://doi.org/10.1007/978-3-031-49368-3_19
Xu, W., Dainoff, M. J., Ge, L., & Gao, Z. (2021). From Human-Computer Interaction to Human-AI Interaction: New challenges and opportunities for sustainable development. Sustainability, 13(20), 11541. https://doi.org/10.3390/su132011541
Yang, Z., Pan, Z., Wang, Y., Cai, D., Shi, S., Huang, S.-L., Bi, W., & Liu, X. (2022). Interpretable real-time win prediction for Honor of Kings, A popular mobile MOBA esport. IEEE Transactions on Games, 14(4), 367–378. https://doi.org/10.1109/TG.2022.3192521
Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). SAGE Publications.
Yuzyk, M., & Seidner, P. (2022). E-sports competitions. In N. Kryvinska & M. Gregus (Eds.), Developments in information & knowledge management for business applications (pp. 671–684). Springer. https://doi.org/10.1007/978-3-030-97008-6_30