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    Please use this identifier to cite or link to this item: http://ccur.lib.ccu.edu.tw/handle/A095B0000Q/713


    Title: 電玩遊戲玩家跨媒介消費行為探討--以魔獸世界改編電影為例;A Study on Cross-media Consuming Behavior of Video Game Player- the Consumption of Warcraft Adaptation Film
    Authors: 周劭芳;CHOU, SHAO-FANG
    Contributors: 傳播學系電訊傳播研究所
    Keywords: 跨媒介消費行為;電玩改編電影;使用與滿足理論;cross-media consuming behavior;video game adaptation;use and gratification theory
    Date: 2017
    Issue Date: 2019-07-17 09:47:27 (UTC+8)
    Publisher: 傳播學系電訊傳播研究所
    Abstract: 近年改編電影從電玩遊戲取材越來越普遍。本研究從使用與滿足理論切入,設計問卷量表,探討電玩遊戲玩家的涉入度與消費改編動機、滿足感之間的因果關係,以問卷方式了解電玩「魔獸世界」玩家的消費與觀影行為。研究發現,玩家不同類型的涉入程度會有不同的觀看動機、滿意度,涉入程度會正向和負向影響觀看改編電影動機、正向影響滿意度,觀看動機會正向影響滿意度。
    Nowadays, video game-based films are becoming increasingly common. This study, adopting primarily the U&G theory, attempts to investigate the causal relationship among a game player’s involvement with the video game, the motivations to watch the film adaptation, and the gratifications thereof.The questionnaire was designed and distributed to the movie viewers who have also played the video game“World of Warcraft.”Results indicate that various types of involvement of a video game player are related differently to distinct motivations and satisfactions. The level of involvement of a video game player affects motivations both positively and negatively, and has positive effect on satisfactions. Moreover, the motivations have positive effects on satisfactions.
    Appears in Collections:[傳播學系電訊傳播研究所] 學位論文

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