| 研究生: |
楊若絹 Yang, Jo-Chuan |
|---|---|
| 論文名稱: |
坐在球場第一排:虛擬實境觀賽體驗對運動觀眾進場意圖的影響 Courtside Without Leaving Home: The Impact of Virtual Reality Experience on Sports Spectators’ Intention to Attend Live Games |
| 指導教授: |
林日璇
Lin, Jih-Hsuan |
| 口試委員: |
韓義興
Han, Yi-Hsing 吳岱芸 Wu, Dai-Yun |
| 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: | 2025 |
| 畢業學年度: | 114 |
| 語文別: | 中文 |
| 論文頁數: | 107 |
| 中文關鍵詞: | 虛擬實境 、沉浸運動觀賽 、臨場感 、情緒喚醒 、現場觀賽意圖 、虛擬實境觀賽意圖 |
| 外文關鍵詞: | Virtual Reality, Immersive Sports Spectatorship, Presence, Arousal, Live Attendance Intention, VR Sports Spectatorship Intention |
| 相關次數: | 點閱:61 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 |
虛擬實境在臺灣運動產業中屬於新興科技,隨著未來的普及,可能改變既有的運動媒體消費模式,因此有必要了解其效果。本研究以臺灣排球賽事進場觀賽率面臨挑戰、以及虛擬實境觀賽興起為背景,旨在探究此新興科技對運動媒體產業的影響,驗證運動觀眾體驗虛擬實境觀賽的認知與情緒反應,探索沉浸觀賽體驗與現場觀賽意圖之間的關聯,並分析虛擬實境觀賽意圖的變化以評估虛擬實境觀賽的發展潛力。
本研究採受試者間設計之實驗室實驗法,招募87位擁有進場觀看排球比賽經驗的參與者,分別以頭戴式顯示器觀看 360 度全景排球比賽影片、或以電腦螢幕觀看平面排球比賽影片,比較不同沉浸度媒介的觀賽效果。研究結果發現,相較於低沉浸觀賽體驗者的現場觀賽意圖下降,高沉浸觀賽體驗對現場觀賽意圖的直接影響並不顯著,但可依序透過更高的物理臨場感與時間臨場感來維持現場觀賽意圖;顯示虛擬實境可作為現場觀賽的補充,在不取代現場體驗的前提下,延續運動觀眾的進場興趣,亦有潛力成為促進現場觀賽的媒介。此外,沉浸觀賽體驗可藉由物理臨場感引發更強烈的情緒喚醒,亦可透過社會臨場感提升虛擬實境觀賽意圖,證實沉浸觀賽能有效增強觀賽體驗。整體而言,虛擬實境作為當前運動聯盟的行銷方式具有可行性,若未來能結合即時直播賽事,同時著重營造觀眾之間共同觀看的感受,虛擬實境觀賽將有望成為推動臺灣排球運動媒體消費的重要途徑。
Virtual reality (VR) is an emerging technology in Taiwan’s sports industry. As its adoption becomes more widespread, it may reshape existing patterns of sports media consumption, making it necessary to understand its effects. This study examines the impact of VR sports spectatorship within the context of declining attendance at Taiwan’s volleyball league and the growing popularity of VR technology. Specifically, it investigates the cognitive and emotional responses of sports audiences during VR sports spectatorship, explores the relationship between immersive virtual experiences and intentions to attend live events, and analyzes changes in VR sports spectatorship intentions to assess the potential of this new medium.
A between-subjects experimental design was employed, recruiting 87 participants who had prior experience attending live volleyball games. Participants either watched a 360-degree panoramic volleyball match video via a head-mounted display or a 2D video on a computer screen, allowing comparison between media with different levels of immersion. The results revealed that, unlike participants who experienced a lower level of immersion and showed a decline in live game attendance intention, the immersive spectatorship experience did not have a direct significant effect on changes in live attendance intention. However, it could sustain live attendance intention sequentially through physical presence followed by temporal presence. These findings suggest that VR can serve as a complementary medium to live attendance—maintaining spectators’ interest without replacing the live experience, and holding the potential to further encourage live attendance. Moreover, immersive sports spectatorship enhanced emotional arousal through physical presence and increased VR sports spectatorship intention through social presence, confirming that immersive experiences can effectively strengthens audience experience. Overall, VR presents a promising marketing strategy for sports leagues. If future developments incorporate real-time game broadcasting and emphasize shared viewing experiences among audiences, VR sports spectatorship could become a key driver of sports media consumption in Taiwan’s volleyball industry.
第一章 緒論 1
第一節 研究背景與研究動機 1
第二節 研究目的 4
第二章 文獻探討 6
第一節 現代運動觀眾的多元觀賽管道 6
一、線上、線下運動迷的觀賽動機與滿足 6
二、影響虛擬實境觀賽採用的因素 8
三、運動消費意圖:現場觀賽與媒介觀賽之關聯 9
第二節 虛擬實境與運動觀賽 11
一、虛擬實境與沉浸感 11
二、虛擬實境與沉浸式媒體 13
三、虛擬實境運動觀賽之效果研究 14
第三節 臨場感:虛擬實境中的認知中介 16
一、臨場感之定義 16
二、臨場感的不同維度 17
(一)物理臨場感:在那裡 18
(二)社會臨場感:在一起 18
(三)時間臨場感:在當下 19
三、臨場感與觀賽意圖的關聯及中介效果 20
第四節 喚醒:觀眾的情感反應 23
一、喚醒之定義與虛擬實境體驗 23
二、喚醒與臨場感、觀賽意圖的關聯及中介效果 24
第五節 運動涉入度的調節效果 27
一、涉入度與運動涉入度定義 27
二、運動涉入度的調節效果 28
第三章 研究方法 29
第一節 研究架構 29
一、研究架構圖 29
二、研究假設與研究問題 30
第二節 實驗法 32
一、實驗設計 32
(一)研究對象與招募 32
(二)實驗操弄與進行方式 32
二、刺激物製作 33
(一)運動比賽選擇 33
(二)影片後製與剪輯 33
三、實驗流程 34
第三節 研究變項測量 36
一、依變項:觀賽意圖改變幅度 36
二、自變項:沉浸感 36
三、中介變項:臨場感、喚醒 37
四、調節變項:運動涉入度 39
五、控制變項:虛擬實境熟悉度、感知畫質 39
第四節 前測 41
第四章 研究結果 44
第一節 樣本描述與敘述統計 44
第二節 量表信度分析與操弄檢定 47
第三節 研究問題與假設檢定 49
一、沉浸感與觀賽意圖改變的直接關聯 49
二、臨場感與沉浸感、觀賽意圖改變的關聯及中介效果 51
(一)沉浸感影響臨場感 51
(二)臨場感影響觀賽意圖改變 52
(三)沉浸感經由臨場感影響觀賽意圖改變之中介效果 54
三、喚醒與沉浸感、臨場感、觀賽意圖改變的關聯及中介效果 57
(一)沉浸感影響情緒喚醒 57
(二)情緒喚醒影響觀賽意圖改變 58
(三)沉浸感經由喚醒影響觀賽意圖改變之中介效果 59
(四)臨場感影響情緒喚醒 60
四、連續中介效果檢驗 61
五、運動涉入度的調節效果探索 64
六、分析結果與研究問題假設統整 64
第四節 其他研究發現 67
一、沉浸感經物理臨場感提升情緒反應 67
二、沉浸感經物理、時間臨場感影響現場觀賽意圖 68
三、虛擬實境熟悉度對觀賽意圖的影響 70
第五章 結論與討論 71
第一節 研究發現與討論 71
一、虛擬實境觀賽引發臨場感的重複驗證 71
二、時間臨場感的前提與其對觀賽體驗的重要性 72
三、虛擬實境作為現場觀賽的補充以及中介效果的發現 73
四、沉浸體驗能經由社會臨場感提升 VR 觀賽意圖 74
五、臨場感提升情緒喚醒以及觀眾的刺激度感知討論 75
六、喚醒與涉入度的變異受限可能影響中介與調節效果 77
七、虛擬實境熟悉度影響觀賽意圖、舒適度影響觀賽體驗 79
第二節 研究結論 81
第三節 研究貢獻 83
一、學術貢獻 83
二、實務貢獻 84
第四節 研究限制與未來研究建議 85
參考文獻 87
附錄 99
附錄一:實驗報名問卷 99
附錄二:正式實驗問卷 103
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全文公開日期 2027/12/10