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研究生: 邱怡婷
Chiu, Yi-Ting
論文名稱: 遊戲實況聊天室之觀眾自我揭露程度-以感知可得性及訊息個人化調節
Audience' self-disclosure degree in live streaming chat room – perceived accessibility and personalization as moderators
指導教授: 林日璇
口試委員: 韓義興
蕭丞傑
學位類別: 碩士
Master
系所名稱: 傳播學院 - 傳播學院傳播碩士學位學程
Master's Program of Communication
論文出版年: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 58
中文關鍵詞: 大眾人際關係模型遊戲實況自我揭露感知可得性訊息個人化
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  • 在新型冠狀病毒肆虐的狀況下,虛擬場域的娛樂活動反而迎來蓬勃發展,而過往人際溝通與大眾溝通的二分法,已不再適用於現今媒體匯流型態,加之新媒體環境下,許多新興內容也應運而生,本研究利用大眾人際關係模型(Masspersonal Communication Model, MPCM)作為研究基礎,並且加入新的媒體內容-遊戲實況放入討論。
    本研究探討實況主自我揭露是否會影響觀眾自我揭露程度,並利用大眾人際關係模型的雙軸:感知可得性及訊息個人化,作為調節變項。本研究招募300位有效受試者,研究結果顯示感知可得性及訊息個人化的調節效果皆不顯著,然而本研究另外檢驗感知可得性及訊息個人化對自我揭露程度的中介效果,兩者皆為顯著,另也檢驗了感知可得性作為訊息個人化對觀眾自我揭露的調節效果,結果並不顯著。因此訊息個人化在遊戲實況中自我揭露的影響是具有中介效果,而在感知可得性上,則期待未來研究能更加深入討論感知可得性在遊戲實況中所扮演的角色。


    第一章 緒論 1
    第一節 研究背景與動機 1
    第二節 研究目的與問題 4
    第二章 文獻回顧 6
    第一節 遊戲實況 6
    第二節 自我揭露 10
    第三節 大眾人際關係模型 14
    第三章 研究方法 19
    第一節 研究架構 19
    第二節 研究設計 20
    第三節 招募對象 27
    第四節 施測流程 28
    第四章 假設分析 29
    第一節 受試者樣本 29
    第二節 量表信度 29
    第三節 假設檢定 31
    第五章 討論與結論 40
    第一節 研究結果討論 40
    第二節 學術與實務貢獻 44
    第三節 研究限制與未來建議 46
    參考文獻 48
    附錄一 問卷 53

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