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研究生: 林立婕
Lin, Li-Chieh
論文名稱: 通⽤玩家—角⾊互動、虛擬角⾊理想化程度對遊戲⾏為之影響:以 RPG 遊戲玩家為例
Effect of Common Player - Avatar Interaction and Avatar Idealization on Gaming Behavior: A Case Study of RPG Players
指導教授: 林日璇
口試委員: 林日璇
韓藝興
吳岱芸
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: 87
中文關鍵詞: 角⾊扮演遊戲角⾊客製化通用玩家─角⾊互動虛擬角⾊理想化和諧性遊戲⾏為強迫性遊戲⾏為
外文關鍵詞: Role-Playing Game, Avatar Customization, cPAX, Avatar Idealization, Harmonious Problematic Gaming, Obsessive Problematic Gaming
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  • 在所有數位遊戲類型當中,角色扮演遊戲(Role-Playing Game, RPG)已成為市場中的重要體裁,本研究希冀了解玩家在遊戲中的角色客製化(Avatar Customization)機制下,是否會影響其與虛擬角色之間的互動關係,並且將虛擬角色視為自身理想化身,進一步造成帶來負面影響的強迫性遊戲行為(Obsessive Problematic Gaming)與正面影響的和諧性遊戲行為(Harmonious Problematic Gaming),因此援引Banks等人(2019)提出之通用玩家─角色互動量表(common player-avatar interaction, cPAX)作為框架進行探討。
    本研究採用線上問卷調查法,總共收集到314份有效樣本問卷,研究結果顯示cPAX中的關係親密性、擬人自主性、文本合理性三項構面對強迫性遊戲行為具有顯著的正向提升,而關係親密性、文本合理性同時對和諧性遊戲行為也有顯著關聯,最後虛擬角色理想化程度卻對玩家的兩種遊戲行為皆無顯著影響。


    Among all types of digital games, role-playing games (RPGs) have become a major genre in the market. This study aims to examine whether the mechanism of avatar customization in games influences players’ interactions with their virtual characters, and whether players may come to view their avatars as idealized extensions of themselves. Such perceptions could further lead to negative outcomes, such as obsessive problematic gaming, or positive outcomes, such as harmonious problematic gaming. To explore these possibilities, this study adopts the Common Player-Avatar Interaction Scale (cPAX) proposed by Banks et al. (2019) as the theoretical framework.
    This study employed a questionnaire survey with a sample of RPG players in Taiwan (N=314), and the results indicated that three dimensions of cPAX — relational closeness, anthropomorphic autonomy , and critical concern were positively associated with obsessive problematic gaming. Moreover, relational closeness and critical concern were also significantly related to harmonious problematic gaming. However, avatar idealization ultimately showed no significant effect on either type of gaming behavior.

    謝辭 1
    摘要 2
    目次 4
    表次 6
    圖次 7
    第一章 緒論 8
    第一節 研究背景與動機 8
    第二節 研究目的與問題 11
    第二章 文獻探討 14
    第一節 數位遊戲裡的角色客製化 14
    第二節 玩家的遊戲行為 19
    第三節 玩家與角⾊的互動關係 24
    第四節 理想化的虛擬角色 32
    第三章 研究方法 35
    第一節 研究架構與假設 35
    第二節 變項測量 37
    第三節 問卷前測 44
    第四章 研究結果 48
    第一節 樣本與描述性統計 48
    第二節 量表信度檢測 50
    第三節 CFA分析與修正 53
    第四節 迴歸分析與假設檢驗 57
    第五章 結論 64
    第一節 研究發現與討論 64
    第二節 學術與實務貢獻 69
    第三節 研究限制與未來建議 71
    參考文獻 73
    一、中文部分 73
    二、英文部分 73
    附錄一 80
    【角色扮演遊戲(RPG)客製化角色之遊玩經驗】問卷內容 80

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