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研究生: 黃敬文
Huang, Ching-Wen
論文名稱: 探討敘事結構對議題涉入之影響:以新聞遊戲急診人生為例
Exploring the Impact of Narrative Structure on Issue Involvement: A Case Study of the News Game ’Life in the Emergency Room’
指導教授: 林日璇
Lin, Jih-Hsuan
口試委員: 韓藝興
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: 113
語文別: 中文
論文頁數: 94
中文關鍵詞: 新聞遊戲敘事元素敘事投入遊戲參與享樂感角色帶入感議題涉入
外文關鍵詞: newsgames, Narrative Elements, Narrative Engagement, Game Engagement, Enjoyment, Character Identification, Issue Involvement
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  • 隨著數位媒體技術的發展與新聞型態的多元化,新聞遊戲逐漸成為一種融合教育與娛樂的新興形式,透過互動式敘事與遊戲機制,引導玩家進入議題情境,並進而引發情感共鳴與參與感。儘管新聞遊戲在實務與新聞產業中已有初步發展,台灣學術界對其內部遊戲設計,尤其是敘事元素對議題涉入之影響仍少有系統探討。有鑑於此,本研究以《急診人生》新聞遊戲為研究範例,探討不同敘事結構是否會影響玩家對新聞議題的涉入感。
    研究採取線上實驗法,以1x2的受試者間設計,觀察高低敘事組受試者在遊玩新聞遊戲《急診人生》後對於議題涉入的影響。
    研究結果發現,具高敘事元素的新聞遊戲會提升玩家的敘事投入、遊戲參與享樂感,序列中介模型發現,敘事元素透主要是透過享樂感影響議題涉入。而角色帶入感亦會正向影響議題涉入,顯示若玩家的角色帶入感越高,其對於遊戲的議題涉入度也越高。
    本研究驗證新聞遊戲中敘事設計對玩家心理歷程的影響,並建議未來研究探索遊戲設計的交互作用。


    With the advancement of digital media technology and the diversification of news formats, newsgames have gradually emerged as a hybrid form that integrates education and entertainment. Through interactive narratives and game mechanics, they guide players into issue-related scenarios and evoke emotional resonance and a sense of engagement. Although news games have seen preliminary development in practice and within the journalism industry, there has been limited academic research in Taiwan regarding their internal design particularly how narrative elements influence issue involvement.
    In response, this study takes the news game Emergency Life as a research case to investigate whether different narrative structures affect players’ involvement with news-related issues. An online experiment with a 1x2 between-subjects design was conducted to examine the effects of high versus low narrative elements on players’ issue involvement after playing the game.
    The results showed that news games with high narrative elements enhance players’ narrative engagement, game engagement, and enjoyment. The serial mediation model further shows that narrative elements influence issue involvement primarily through enjoyment. Also, character identification positively impacts issue involvement, indicating that the more players identify with their in-game characters, the more deeply they engage with the issues presented.
    This study confirms the psychological impact of narrative design in news games and recommends that future research explore the interactive effects of various game design elements.

    第一章 緒論 1
    第一節 研究背景與動機 1
    第二節 研究目的 3
    第二章 文獻探討 5
    第一節 新聞遊戲 5
    第二節 敘事 7
    第三節 敘事投入 11
    第四節 遊戲參與 13
    第五節 享樂感 15
    第六節 議題涉入 17
    第七節 角色帶入感 19
    第三章 研究方法 29
    第一節 研究架構 29
    第二節 研究假設 29
    第三節 實驗設計30
    第四節 刺激物設計 32
    第五節 變項定義與測量 40
    第六節 問卷前測 45
    第四章 研究結果 48
    第一節 樣本結構分析與敘述性統計 48
    第二節 量表信度檢測 49
    第三節 操弄檢定 50
    第四節 假設驗證 50
    ㄧ、假設一:敘事性元素高低與敘事投入的關係 50
    二、假設二:敘事性元素高低與遊戲參與的關係 51
    三、假設三:敘事性元素高低與享樂感的關係 52
    四、假設四:敘事投入和角色帶入感的關係 52
    五、假設五:遊戲參與和角色帶入感的關係 53
    六、假設六:享樂感和角色帶入感的關係 54
    七、假設七:敘事投入和角色帶入感的中介效果 55
    八、假設八:遊戲參與和角色帶入感的中介效果 57
    九、假設九:享樂感和角色帶入感的中介效果 59
    十、假設十:角色帶入感與議題涉入的關係 61
    十一、小結 62
    第五節 其餘發現 63
    第五章 結論 64
    第一節 研究發現與討論 64
    ㄧ、敘事元素高低與玩家體驗的關係 64
    二、角色帶入感 66
    三、中介效果 67
    第二節 學術與實務貢獻 69
    ㄧ、學術貢獻 69
    二、實務貢獻 70
    第三節 研究限制與未來研究建議 71
    ㄧ、研究限制 71
    二、未來研究建議 72
    參考文獻 73
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