研究生: |
黃芷萱 HUANG, Jhih-Syuan |
---|---|
論文名稱: |
遊戲訊息呈現類型、遊戲經驗差異與玩家體驗視角對玩家行為影響—以手機遊戲《戀與製作人》為例 Influence of Game-information Presentation Type, Difference in Game Experience, and View toward Player Experience on Players' Behavior: A Study on a Mobile Game "Mr. Love: Queen's Choice" |
指導教授: |
林慧斐
Lin, Hui-Fei |
口試委員: |
施琮仁
Shih, Tsung-Jen 蔣旭政 CHIANG, Hsu-Cheng 林慧斐 LIN, Hui-Fei |
口試日期: | 2021/10/06 |
學位類別: |
碩士 Master |
系所名稱: |
大眾傳播研究所 Graduate Institute of Mass Communication |
論文出版年: | 2021 |
畢業學年度: | 110 |
語文別: | 中文 |
論文頁數: | 161 |
中文關鍵詞: | 手機遊戲 、遊戲訊息 、遊戲配音 、遊戲經驗 、玩家體驗視角 、心流 、玩家行為 |
英文關鍵詞: | mobile game, game information, game dubbing, gaming experience, view, flow, player behavior |
研究方法: | 實驗設計法 |
DOI URL: | http://doi.org/10.6345/NTNU202101666 |
論文種類: | 學術論文 |
相關次數: | 點閱:225 下載:47 |
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 |
手機遊戲帶給近代的人們許多閒暇時刻的娛樂,手機遊戲玩家也逐年增多,形成愈來愈大的手機遊戲市場,如何留住玩家是手機遊戲設計的要點。為了讓玩家在手機遊戲中獲得猶如現實世界中的遊戲體驗,遊戲配音成為近期品牌設計遊戲的焦點之一。遊戲配音為虛擬世界中的角色添加接近真實的人聲效果,讓玩家能模擬與真人交流的相似感受。由此,本研究認為遊戲配音可以影響手機遊戲玩家的行為。為了證明遊戲配音確實能影響手機遊戲玩家行為,本研究以《戀與製作人》手機遊戲為例,探討配音或文字的遊戲訊息呈現方式、玩家對於遊戲的經驗長短差異,以及體驗遊戲的視角區別,了解三者對於手機遊戲玩家行為之影響,同時加入心流作為中介變項進行研究。
本研究採以2(遊戲訊息呈現類型:配音 vs. 文字)×2(遊戲經驗差異:專家玩家 vs. 新手玩家)×2(玩家體驗視角:參與者 vs. 觀看者)三因子組間實驗設計,探討手機遊戲玩家經由三者變項之下,對玩家行為與態度之影響,以及心流在自變項(遊戲訊息呈現類型、遊戲經驗差異、玩家體驗視角)與依變項(購買意願、口碑推薦意願、持續使用意願)之間的中介效果。
本研究結果證實:(1)相較於文字型,配音型的遊戲訊息呈現類型會產生較佳的玩家行為;(2)相較於專家玩家,新手玩家會產生較佳的玩家行為;(3)相較於觀看者之玩家體驗視角,參與者會產生較佳的玩家行為;(4)不論是何種遊戲經驗差異,玩家體驗視角之參與者與觀看者,對於玩家行為皆不會產生影響;(5)心流在遊戲訊息呈現類型、遊戲經驗差異與玩家體驗視角,以及玩家行為之間皆具有中介效果。
Mobile games have become a common source of contemporary entertainment. The number of players continues to increase each year, so does the size of the mobile game market. Player retention is the focus of mobile game design. To provide gaming experiences that closely resemble the real world, dubbing has become a focus in game design. By introducing virtual characters with voices similar to those of actual humans, these games create an experience for players similar to interactions with real people. Accordingly, we inferred that dubbing can affect the behavior of mobile game players. To show this inference, this study explored the mobile game Mr. Love: Queen’s Choice and examined three factors, namely the game-information presentation type (through dubbing or text), level of game experience, and view toward player experience. The effects of these factors on players’ behavior were analyzed, and the state of flow was included as a mediator.
This study adopted a 2 (game-information presentation type: dubbing vs text) ×2 (level of game experience: experienced vs inexperienced players) ×2 (view toward player experience role: players vs viewers) 3-factor, between-subject experimental design to explore the effect of these factors on players’ behavior and attitude. The state of flow was also examined to analyze its mediating role in the relationship between the independent variables (i.e., game-information presentation type, level of game experience, and view toward player experience role) and dependent variables (purchase intention, intention to generate word of mouth, and continuance intention).
The results indicated that (1) compared with textual information, dubbing-based information generated more favorable players’ behavior; (2) compared with experienced players, inexperienced players demonstrated more favorable behavior; (3) compared with viewers, players demonstrated more favorable behavior; (4) no matter what kind of game-information presentation type, level of game experience and view toward player experience role; and (5) flow mediated the relationships of player behavior with game-information presentation type, level of game experience, and view toward player experience role.
中央通訊社(2021年4月20日)。臉書推Podcast等新語音服務 防用戶流向Clubhouse。中央通訊社。https://www.cna.com.tw/about/info.aspx
王曉玫、謝淑玲、魏孝庭、張佩宸、許哲偉、李立平(2015)。持續使用熱門遊戲APP之影響因素調查-以台中市民為例。嶺東學報,(38),1-14。
吳柏羲(2020年2月19日)。行動聯網裝置普及,人人皆是遊戲玩家—臺灣遊戲玩家偏好概況。資策會。https://mic.iii.org.tw/aisp/Reports.aspx?id = CDOC20200217004
呂悅(2018)。讓「紙片人」走入現實生活——淺析「戀與製作人」中的遊戲角色塑。新聞研究導刊,(6)。南京師範大學新聞與傳播學院。
周書賢(2015)。論電玩遊戲汙名化。喀報,(228)。http://hdl.handle.net/11536/127828
周群皓(2017)。手機遊戲心流之研究〔碩士論文,元智大學經營管理碩士班(行銷學程)〕。台灣博碩士論文知識加值系統。https://hdl.handle.net/11296/er7j3v
林姍(2013)。從主題旅遊角度探討音樂旅遊經驗的意義─以台南黃金海岸為例〔碩士論文,國立成功大學創意產業設計研究所〕。國立成功大學機構典藏。http://ir.lib.ncku.edu.tw/handle/987654321/136116
歪力(2019年10月1日)。YouTube玩家調查大公開,霸道總裁「李澤言」女性市場搜尋完勝《延禧攻略》魏瓔珞。4GAMERS。https://www.4gamers.com.tw/news/detail/40573/love-and-producer-president-lee-is-more-popular-7-times-on-youtube-than-
袁媛(2016)。電視語境下口語傳播運作模式及特點研究〔碩士論文,成都理工大学碩士論文〕。中國知網。https://cdmd.cnki.com.cn/Article/CDMD-10616-1016227327.htm
張玉佩(2011)。線上遊戲之閱聽人愉悅經驗探索。中華傳播學刊,(19),61-95。https://doi.org/10.6195/cjcr.2011.19.04
張自中、彭蘭(2016)。AR情景下的遊戲玩家線下化身認同及其模式研究。新聞界,(6)。
張美鳳(2009)。電子遊戲媒體形態與內容的關係。傳播與社會學刊,(10),31-57。
張進皓(2015)。探討手機遊戲玩家使用之研究〔碩士論文,東海大學資訊管理學系研究所〕。台灣博碩士論文知識加值系統。https://hdl.handle.net/11296/55kw2t
張醒宇(2012)。顛覆暴力:女性玩家於暴力遊戲的性別操演探索〔碩士論文,國立交通大學傳播研究所〕。台灣博碩士論文知識加值系統。http://hdl.handle.net/11536/50338.
郭又華(2020年11月25日)。不只是「後製」:台灣配音界幕後揭密,如何找出「聲」路?關鍵評論網。https://www.thenewslens.com/article/143666
陳謙(2021年2月3日)。Clubhouse「聲」財有道 繼podcast爆紅。聯合新聞網。https://udn.com/news/story/7088/5227899
創市際市場研究顧問股份有限公司(2019)。2019台灣網路報告。財團法人台灣網路資訊中心,未出版。
硬塞的網路趨勢觀察(INSIDE)(2021年2月8日)。【帶你看 Podcast】 2020 台灣 Podcast 下半年產業報告。硬塞的網路趨勢觀察。https://www.inside.com.tw/article/22524-podcast-2020-second-half-trending
楊又肇(2021年1月30日)。疫情年玩家課金大增!Google:全球手遊營收台灣排第7。聯合新聞網。https://udn.com/news/story/10222/5217108
董庭佑(2018年2月9日)。陸手遊戀與製作人夯 女玩家瘋狂。中時新聞網(旺報)。https://www.chinatimes.com/newspapers/20180209000170-260309?chdtv
潘玉華(2003)。電子遊戲專家與生手之表現差異研究〔碩士論文,國立交通大學傳播所碩士論文〕。台灣博碩士論文知識加值系統。https://hdl.handle.net/11296/z82p7a
霍連彬(2018)。替代性滿足:親密關係視角下手遊「戀與製作人」的用戶研究。東南傳播,(6),112-115。同濟大學藝術與傳媒學院,上海市。
Abbasi, A.Z., Asif, M., Hollebeek, L.D., Islam, J.U., Ting, D.H. & Rehman, U. (2020). The effects of consumer esports videogame engagement on consumption behaviors. Journal of Product & Brand Management. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/JPBM-04-2020-2839
Abeele, V. V., Spiel, K., Nacke, L., Johnson, D. & Gerling, K. (2020). Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. International Journal of Human-Computer Studies, 135, 102370. https://doi.org/10.1016/j.ijhcs.2019.102370.
Agarwal, R. & Karahanna, E. (2000). Time flies when you’re having fun: cognitive absorption and beliefs about information technology usage. MIS Quarterly, 24(4), 665-694.
Ahn, D. & Shin, D.-H. (2016). Observers versus agents: Divergent associations of video versus game use with empathy and social connectedness. Information Technology & People, 29(3), 474-495. https://doi.org/10.1108/ITP-07-2014-0152
Allsop, D.T., Bassett, B.R. & Hoskins, J.A. (2007). Word‐of‐mouth research: principles and applications. Journal of Advertising Research, 47, 398‐411.
Andersen, F., Danny, King, C. L., & Gunawan, A. A. S. (2021). Audio Influence on Game Atmosphere during Various Game Events. Procedia Computer Science, 179, 222-231.https://doi.org/10.1016/j.procs.2021.01.001.
Anderson, E. W., & Sullivan, M. W. (1993). The Antecedents and Consequences of Customer Satisfaction for Firms. Marketing Science, 12(2), 125-143.
Ang, C. S., Zaphiris, P., & Mahmood, S. (2007). A model of cognitive loads in massively multiplayer online role playing games. Interacting with Computers, 19(2), 167-179. https://doi.org/10.1016/j.intcom.2006.08.006
Anwar, S. & Saeed, S. M. & Majid, M. (2016). Classification of Expert-Novice Level of Mobile Game Players Using Electroencephalography. 2016 International Conference on Frontiers of Information Technology (FIT), Islamabad, 315-318. https : //doi.org/10.1109/FIT.2016.064
Arnold, V., Clark, N., Collier, P.A., Leech, S.A., & Sutton, S.G. (2006). The Differential Use and Effect of Knowledge-Based System Explanations in Novice and Expert Judgement Decisions. MIS Quarterly, 30(1), 79-97. https://doi.org/10.2307/25148718
Augusto de Matos, C., Vargas Rossi, C.A., Teixeira Veiga, R., & Afonso Vieira, V. (2009). Consumer reaction to service failure and recovery: the moderating role of attitude toward complaining. Journal of Services Marketing, 23(7), 462-475. https://doi.org/10.1108/08876040910995257
Baba, D. M. (1993). Chapter 4 Determinants of Video Game Performance. Editor(s): Janet L. Starkes, Fran Allard, Advances in Psychology, North-Holland, 102, 57-74. https://doi.org/10.1016/S0166-4115(08)61465-X.
Balakrishnan, J. & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87, 238-246. https://doi.org/10.1016/j.chb.2018.06.002.
Bandral, N., & Kaur, R. (2018). A Psychological Inquiry into the Role of Music in Video Games. Celt: A Journal of Culture, English Language Teaching and Literature, 18.
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ, US: Prentice-Hall, Inc.
Blodgett, J. G., Hill, D. J. & Tax, S. S. (1997). The effects of distributive, procedural, and interactional justice on postcomplaint behavior. Journal of Retailing, 73(2), 185-210. https://doi.org/10.1016/S0022-4359(97)90003-8.
Buckley, D., Codina, C., Bhardwaj, P., & Pascalis, O. (2010). Action video game players and deaf observers have larger Goldmann visual fields. Vision Research, 50(5), 548-556. https://doi.org/10.1016/j.visres.2009.11.018.
Bughin, J., Doogan, J., & Vetvik, O. J. (2010). A new way to measure word-of-mouth marketing. McKinsey Quarterly.
Burgess, A. (1980). Dubbing. In L. Michaels & C. Ricks (Eds.), The state of the language (pp. 297-303). Berkeley: University of California Press.
Candi, M. (2010). Benefits of Aesthetic Design as an Element of New Service Development. Journal of Product Innovation Management, 27(7), 1047 - 1064. https://doi.org/10.1111/j.1540-5885.2010.00770.x.
Castel, A. D., Pratt, J., & Drummond, E. (2005). The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta psychologica, 119(2), 217–230. https://doi.org/10.1016/j.actpsy.2005.02.004
Chan, S. (2020, December 28). Global App Spending Reached $407 Million on Christmas, Growing 35% Over 2019. Sensor Tower. Retrieved from https://sensortower.com/blog/app-revenue-christmas-2020
Chaume, F. (2016). Dubbing a TV Drama Series. InTRAlinea: Online Translation Journal, 18, 1-18.
Chen, S. -C. & Lin, C. -P. (2015). The impact of customer experience and perceived value on sustainable social relationship in blogs: An empirical study. Technological Forecasting and Social Change, 96, 40-50. https://doi.org/10.1016/j.techfore.2014.11.011.
Chen, Y.-M., Hsu, T.-H. & Lu, Y.-J. (2018). Impact of flow on mobile shopping intention. Journal of Retailing and Consumer Services, 41, 281-287. https://doi.org/10.1016/j.jretconser.2017.04.004.
Chesney, T., Chuah, S.-H., Hoffmann, R., Hui, W., & Larner, J. (2014). A Study of Gamer Experience and Virtual World Behaviour. Interacting with Computers, 26(1), 1–11. https://doi.org/10.1093/iwc/iwt024
Chiang, Y., Lin, S., Cheng, C., & Liu, E. (2011). Exploring Online Game Players' Flow Experiences and Positive Affect. Turkish Online Journal of Educational Technology, 10, 106-114.
Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. CyberPsychology & behavior, 7(1), 11-24.
Cintas, J. D., & Orero, P. (2010). Voiceover and dubbing. In Y. Gambier & L. van Doorslaer (Eds.), Handbook of translation studies, vol.1 (pp. 441–445). Amsterdam, the Netherlands: John Benjamins.
Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication and Society, 4, 245–264.
Colwell, J. (2007). Needs met through computer game play among adolescents. Personality and Individual Differences, 43(8). 2072-2082. https://doi.org/10.1016/j.paid.2007.06.021.
Constantiou, I. D., Damsgaard, J., & Knutsen, L. (2007). The four incremental steps toward advanced mobile service adoption. Communications of the ACM, 50(6), 51–55.
Cowley, B., Charles, D., Black, M., & Hickey, R. (2008). Toward an understanding of flow in video games. Computers in Entertainment, 6(2), 1-27. https://doi.org/10.1145/1371216.1371223
Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety. Jossey-Bass. Sanfrancisco, CA.
Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. New York, NY: Harper Perennial.
Csikszentmihalyi, M. (1992). Flow: The psychology of happiness. London: Random House.
Cyr, D., Head, M., & Ivanov, A. (2006). Design aesthetics leading to m-loyalty in mobile commerce. Information & Management, 43(8), 950-963. https://doi.org/10.1016/j.im.2006.08.009.
Danan, M. (1991). Dubbing as an expression of nationalism. Translators’ Journal, 36, 606–614. https://doi.org/10.7202/002446ar
Delatorre, P., León, C., Hidalgo, A.S., & Tapscott, A. (2019). Optimizing Player and Viewer Amusement in Suspense Video Games. IEEE Access, 7, 85338-85353. https://doi.org/10.1109/ACCESS.2019.2924200.
Ding, M.-C. & Lii, Y.-S. (2016). Handling online service recovery: Effects of perceived justice on online games. Telematics and Informatics, 33(4), 881-895. https://doi.org/10.1016/j.tele.2016.02.001.
Dodds, B.W., Monroe, K.B., & Grewal, D. (1991). Effect of Price, Band, and Store Information on Buybers Product Evaluation. Journal of Marketing, Research, 28, 307-319.
Drell, L. (2013). 9 mobile app KPIs to know. Mashable.com. Retrieved January 2, 2021, from http://mashable.com/2013/09/04/mobile-app-metrics/#R8zqxYBQQmqy
Duan, W., Gu, B., & Whinston, A. B. (2008). The dynamics of online word-of-mouth and product sales—An empirical investigation of the movie industry. Journal of Retailing, 84(2), 233-242. https://doi.org/10.1016/j.jretai.2008.04.005.
d'Ydewalle, G., Praet, C., Verfaillie, K., & Rensbergen, J. (1991). Watching Subtitled Television. Communication Research, 18(5), 650-666. https://doi.org/10.1177/009365091018005005.
EEDAR’s Annual Report. (2014). Deconstructing mobile & tablet Gaming. Electronic Entertainment Design and Research. Retrieved January 2, 2021, from http://www.eedar.com/sites/default/files/EEDAR%20Mobile%20Report%202016%20-%20Whitepaper.pdf
Ekman, I. (2007). Sound-based Gaming for Sighted Audiences–Experiences from a Mobile Multiplayer Location Aware Game. Proceedings of the 2nd audio mostly conference, 148-153.
Erhel, S. & Jamet, E. (2019). Improving instructions in educational computer games: Exploring the relations between goal specificity, flow experience and learning outcomes. Computers in Human Behavior, 91, 106-114. https://doi.org/10.1016/j.chb.2018.09.020.
Espada, J. P., Crespo, R. G., Martínez, O. S., G-Bustelo, B. C. P., & Lovelle, J. M. C. (2012). Extensible architecture for context-aware mobile web applications. Expert Systems with Applications, 39(10), 9686–9694. https://doi.org/10.1016/J.ESWA.2012.02.151
Fasoli, F., Mazzurega, M., & Sulpizio, S. (2017). When Characters Impact on Dubbing: The Role of Sexual Stereotypes on Voice Actor/Actress’ Preferences. Media Psychology, 20(3), 450-476. https://doi.org/10.1080/15213269.2016.1202840
Flavián, C., Guinalíu, M. & Gurrea, R. (2006). The role played by perceived usability, satisfaction and consumer trust on website loyalty. Information & Management, 43(1), 1-14. https://doi.org/10.1016/j.im.2005.01.002.
Frederic, K. (2003). Persuasion games with higher-order uncertainty. Journal of Economic Theory, 110(2), 393-399.
Frey, A., Hartig, J., Ketzel, A., Zinkernagel, A., & Moosbrugger, H. (2007). The use of virtual environments based on a modification of the computer game quake iii arena in psychological experimenting. Computers in Human Behavior, 23(4), 2026-2039. https://doi.org/10.1016/j.chb.2006.02.010
Gan, X., Yao, Y., Liu, H., Zong, X., Cui, R., Qiu, N., Xie, J., Jiang, D., Ying, S., Tang, X., Dong, L., Gong, D., Ma, W., & Liu, T. (2020). Action Real-Time Strategy Gaming Experience Related to Increased Attentional Resources: An Attentional Blink Study. Frontiers in Human Neuroscience, 14, 101. https://doi.org/10.3389/fnhum.2020.00101
Ganiti, A., Politopoulos, N., & Tsiatsos, T. (2018) The Impact of Background Music on an Active Video Game. Interactive Mobile Communication Technologies and Learning. Advances in Intelligent Systems and Computing, 725. https://doi.org/10.1007/978-3-319-75175-7_3
Gao, L. & Bai, X. (2014). A unified perspective on the factors influencing consumer acceptance of internet of things technology. Asia Pacific Journal of Marketing and Logistics, 26(2), 211-231. https://doi.org/10.1108/APJML-06-2013-0061
Gefen, D. & Straub, D. W. (2004). Consumer trust in B2C e-commerce and the importance of social presence: experiments in e-Products and e-Service. Omega , 32(6), 407-424.
George, J. F. (2004). The theory of planned behavior and Internet purchasing. Internet Research, 14(3), 198-212. https://doi.org/10.1108/10662240410542634
Georgen, C., Duncan, S. C., & Cook, L. (2015). From Lurking to Participatory Spectatorship: Understanding Affordances of the Dota 2 Noob Stream In Lindwall, O., Häkkinen, P., Koschman, T. Tchounikine, P. Ludvigsen, S. (Eds.) (2015). Exploring the Material Conditions of Learning: The Computer Supported Collaborative Learning (CSCL) Conference 2015, Volume 2. Gothenburg, Sweden: The International Society of the Learning Sciences. https://doi.org/10.22318/CSCL2015.393
Ghazali, E., Mutum, D. S. & Woon, M.-Y. (2019). Exploring player behavior and motivations to continue playing Pokémon GO. Information Technology & People, 32(3), 646-667. https://doi.org/10.1108/ITP-07-2017-0216
Grimshaw, M., Lindley, C. A., & Nacke, L. E. (2008). Sound and immersion in the first-person shooter: Mixed measurement of the player's sonic experience. In: Audio Mostly, 22 - 33 October 2008, Piteå. (Submitted)
Grisaffe, D.B. & Kumar, A. (1998). Antecedents and Consequences of Customer Value: Testing an Expanded Framework. Mass, CBG: Report-Marketing Science Institute.
Gurău, C. (2008). The Influence of Advergames on Players' Behaviour: An Experimental Study. Electronic Markets, 18(2), 106-116. https://doi.org/10.1080/10196780802044859
Hamari, J. (2015). Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. June 2015 International Journal of Information Management, 35(3), 299-308. https://doi.org/10.1016/j.ijinfomgt.2015.01.007
Hamari, J., Hanner, N., & Koivisto, J. (2020). Why pay premium in freemium services? A study on perceived value, continued use and purchase intentions in free-to-play games. International Journal of Information Management, 51, 102040. https://doi.org/10.1016/j.ijinfomgt.2019.102040.
Hau, Y.-S. & Kim, Y.-G. (2011). Why would online gamers share their innovation-conducive knowledge in the online game user community? Integrating individual motivations and social capital perspectives. Computers in Human Behavior, 27(2), 956-970. https://doi.org/10.1016/j.chb.2010.11.022.
Hilken, T., de Ruyter, K., Chylinski, M., Mahr, D., & Keeling, D. I. (2017). Augmenting the eye of the beholder: Exploring the strategic potential of augmented reality to enhance online service experiences. Journal of the Academy of Marketing Science, 45(6), 884-905.
Hong, J., Liu, M. (2011). A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19(2), 245-258. https://doi.org/10.1016/S0747-5632(02)00013-4
Hou, J., Nam, Y., Peng, W. & Lee, K. (2012). Effects of screen size, viewing angle, and players' immersion tendencies on game experience. Computers in Human Behavior, 28(2), 617-623. https://doi.org/10.1016/j.chb.2011.11.007.
Hsiao, C.-C. & Chiou, J.-S. (2012). The effects of a player’s network centrality on resource accessibility, game enjoyment, and continuance intention: A study on online gaming communities. Electronic Commerce Research and Applications, 11(1), 75-84. https://doi.org/10.1016/j.elerap.2011.10.001.
Hsiao, C.-C. & Chiou, J.-S. (2012b). The impact of online community position on online game continuance intention: do game knowledge and community size matter? Information & Management, 49(6), 292-300.
Hsiao, C.-C.& Chiou, J.-S. (2012a). The effects of a player's network centrality on resource accessibility, game enjoyment, and continuance intention: a study on online gaming communities. Electronic Commerce Research and Applications, 11(1), 75-84.
Hsiao, K.-L. & Chen, C.-C. (2016). What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty. Electronic Commerce Research and Applications, 16, 18-29. https://doi.org/10.1016/j.elerap.2016.01.001.
Hsu, C.L. & Lin, J.C.C. (2015). What drives purchase intention for paid mobile apps?–An expectation confirmation model with perceived value. Electronic Commerce Research and Applications, 14 (1), 46-57. https://doi.org/10.1016/j.elerap.2014.11.003
Hsu, C.L. & Lin, J.C.C. (2016). Effect of perceived value and social influences on mobile app stickiness and in-app purchase intention. Technological Forecasting and Social Change, 108, 42-53. https://doi.org/10.1016/j.techfore.2016.04.012
Huang, M., Ali, R., & Liao, J. (2017). The effect of user experience in online games on word of mouth: A pleasure-arousal-dominance (PAD) model perspective. Computers in Human Behavior, 75, 329-338. https://doi.org/10.1016/j.chb.2017.05.015.
Hunicke, R., Leblanc, M. & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. In Proceedings of the AAAI Workshop on Challenges in Game AI.
Ing, P., & Azizi, A. A. (2009). The impact of advertising position and games experience on purchase intention in advergaming. Interdisciplinary Journal of Contemporary Research in Business, 1(4), 40-51.
Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch.tv on the video game industry. Media, Culture & Society, 41(5), 670–688. https://doi.org/10.1177/0163443718818363
Kappen, D. L., Mirza-Babaei, P., Johannsmeier, J., Buckstein, D., Robb, J., & Nacke, L. E. (2014). Engaged by boos and cheers: the effect of co-located game audiences on social player experience. Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (CHI PLAY '14). Association for Computing Machinery, New York, NY, USA, 151–160. https://doi.org/10.1145/2658537.2658687
Kaytoue, M., Silva, A., Cerf, L., Meira, W., & Raïssi, C. (2012). Watch me playing, i am a professional: a first study on video game live streaming. Proceedings of the 21st International Conference on World Wide Web (WWW '12 Companion). Association for Computing Machinery, New York, NY, USA, 1181–1188. https://doi.org/10.1145/2187980.2188259
King, K. & Ellis, T. J. (2009). Comparison of Social Presence in Voice-Based and Text-Based Asynchronous Computer Conferences. 2009 42nd Hawaii International Conference on System Sciences, 1-10. https://doi.org/10.1109/HICSS.2009.119.
Klimmt, C., Hartmann, T. & Frey, A. (2008). Effectance and Control as Determinants of Video Game Enjoyment. Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society, 10, 845-7. https: //doi.org/10.1089/cpb.2007.9942.
Klimmt, C., Hefner, D. & Vorderer, P. (2009). The video game experience as “true” identification: A theory of enjoyable alterations of players' self-perception. Communication Theory, 19, 351–373.
Klimmt, C., Possler, D., May, N., Auge, H., Wanjek, L. & Wolf, A.-L. (2019). Effects of soundtrack music on the video game experience. Media Psychology, 22(5), 689-713. https: //doi.org/10.1080/15213269.2018.1507827
Kort, Y. D. & IJsselsteijn, W. (2008). People, places, and play: player experience in a socio-spatial context. Computers in Entertainment, 6(2), 1-11. https://doi.org/10.1145/1371216.1371221
Korzaan, M. L. (2003). Going with the Flow: Predicting Online Purchase Intentions. Journal of Computer Information Systems, 43(4), 25-31. https://doi.org/10.1080/08874417.2003.11647530
Kumar, V., Aksoy, L., Donkers, B., Venkatesan, R., Wiesel, T. & Tillmanns, S. (2010). Undervalued or overvalued customers: capturing total customer engagement value. Journal of Service Research, 13(3), 297-310.
Kuo, F.‐Y. & Young, M.‐L. (2008). A study of the intention–action gap in knowledge sharing practices. Journal of the American Society for Information Science and Technology, 59(8), 1224-1237. https://doi.org/10.1002/asi.20816
Lee, C.-H, Chiang, H.-S. & Hsiao, K.-L. (2018). What drives stickiness in location-based AR games? An examination of flow and satisfaction. Telematics and Informatics, 35(7), 1958-1970. https://doi.org/10.1016/j.tele.2018.06.008.
Lee, J.-Y, Bae, S. & Bae, M.-J. (2017). An analysis of animated character dubbing as voice acting using audio and video signal processing. International Journal of Applied Engineering Research, 12, 5304-5307.
Liu, C.-C. (2017). A model for exploring players flow experience in online games. Information Technology & People, 30(1), 139-162. https://doi.org/10.1108/ITP-06-2015-0139
Liu, H.-J. & Shiue, Y. -C. (2014). Influence of Facebook game players' behavior on flow and purchase intention. Social Behavior and Personality: An International Journal, 42(1), 125–134. https://doi.org/10.2224/sbp.2014.42.1.125
Liu, H.-J. & Shiue, Y.-C. (2014). Influence of Facebook game players’ behavior on flow and purchase intention. Social Behavior and Personality, 42(1), 125-134. https://doi.org/10.2224/sbp.2014.42.1.125
Liu, J., Kauffman, R. J. & Ma, D. (2015). Competition, cooperation, and regulation: Understanding the evolution of the mobile payments technology ecosystem. Electronic Commerce Research and Applications, 14(5), 372-391. https://doi.org/10.1016/j.elerap.2015.03.003.
Liu, Y. (2006). Word of Mouth for Movies: Its Dynamics and Impact on Box Office Revenue. Journal of Marketing, 70(3), 74-89.
Loh, C. S., Sheng, Y., & Li, I. -H. (2015). Predicting expert–novice performance as serious games analytics with objective-oriented and navigational action sequences. Computers in Human Behavior, 49, 147-155. https://doi.org/10.1016/j.chb.2015.02.053.
Matos, C., Rossi, C., Veiga, R., & Vieira, V. (2009). Consumer reaction to service failure and recovery: the moderating role of attitude toward complaining. Journal of Services Marketing, 23, 462-475.
Maurer, B., Aslan, I., Wuchse, M., Neureiter, K., & Tscheligi, M. (2015). Gaze-Based Onlooker Integration: Exploring the In-Between of Active Player and Passive Spectator in Co-Located Gaming. Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '15). Association for Computing Machinery, New York, NY, USA, 163-173. https://doi.org/10.1145/2793107.2793126
Mayer, R. E. & Moreno, R. (1998). A split-attention effect in multimedia learning: Evidence for dual information processing systems in working memory. Journal of Educational Psychology, 90, 312-320.
Mayes, D. K., & Cotton, J. E. (2001). Measuring Engagement in Video Games: A Questionnaire. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 45(7), 692–696. https://doi.org/10.1177/154193120104500704
Mäyrä, F. (2017). Dialogue across Media, 271-290. AMS, NL: John Benjamins Pub Co. https://doi.org/10.1075/ds.28.14may.
Melhárt, D., Gravina, D. & Yannakakis, G. (2020). Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch. the Conference on the Foundations of Digital Games 2020 – Malta.
Minsky, M. (June 1980). Telepresence. Omni. http://web.media.mit.edu/~minsky/papers/Telepresence.html
Moreno, R. & Mayer, R. E. (1999). Cognitive principles of multimedia learning: The role of modality and contiguity. Journal of Educational Psychology, 91, 358-368.
Morwitz, V. G., & Schmittlein, D. (1992). Using segmentation to improve sales forecasts based on purchase intent: Which "intenders" actually buy? Journal of Marketing Research, 29(4), 391–405. https://doi.org/10.2307/3172706
Nakamura, J., & Csikszentmihalyi, M. (2002). The concept of flow. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 89–105). Oxford: Oxford University Press.
Newman, D. (2015). Love it or hate it: influencer marketing works. Retrieved from www.forbes.com/sites/danielnewman/2015/06/23/love-it-or-hate-it-influencer-marketing-works/#ff3e949150b3 (accessed 22 November 2020).
Newman, J. (2002). In search of the videogame player: the lives of Mario. New Media & Society, 4(3), 405-422.
Ng, P., Nesbitt, K. & Blackmore, K. (2015). Sound Improves Player Performance in a Multiplayer Online Battle Arena Game. In: Chalup S.K., Blair A.D., Randall M. (eds) Artificial Life and Computational Intelligence. ACALCI 2015. Lecture Notes in Computer Science, vol 8955. Springer, Cham. https://doi.org/10.1007/978-3-319-14803-8_13
Nick, T. (2014). This was the world’s first cell phone with a game loaded on it. Retrieved from http://www.phonearena.com/news/This-was-the-worlds-first-cell-phone-with-a-game-loaded-on-it_id62920
NPD Group. (2021, January 19). 65% of Americans and Canadians Play Mobile Games. NPD Group. Retrieved from https://www.npd.com/wps/portal/npd/us/news/press-releases/2021/65-of-americans-and-canadians-play-mobile-games/
Nunnally, J. C. (1978). Psychometric Theory. New York: Mcgraw-Hill.
Nurcholis, L., & Miftaqulkismay, S. (2021). The Concept of Flow as Mediating Variables on The Relationships between perceived Usefulness with Repurchase Intention. Jurnal Aplikasi Manajemen, 19(1), 187 – 197. http://dx.doi.org/10.21776/ub.jam.2021.019.01.17
Oliver, R.L. (1997) Satisfaction: A Behavioral Perspective on the Consumer. New York, NY: The McGraw-Hill Companies, Inc.
Park, S. & Hwang H.S. (2009) Understanding Online Game Addiction: Connection between Presence and Flow. In: Jacko J.A. (eds) Human-Computer Interaction. Interacting in Various Application Domains. HCI 2009. Lecture Notes in Computer Science, 5613. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-02583-9_42
Paul, J., Modi, A. & Patel, J. (2016). Predicting green product consumption using theory of planned behavior and reasoned action. Journal of Retailing and Consumer Services, 29, 123-134. https://doi.org/10.1016/j.jretconser.2015.11.006
Pear, T. H. (1931). Voice and personality. London: Chapman and Hall.
Pellicone, A.J., & Ahn, J. (2017). The Game of Performing Play: Understanding Streaming as Cultural Production. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems.
Peng, Y. & Ke, D. (2015). Consumer trust in 3D virtual worlds and its impact on real world purchase intention. Nankai Business Review International, 6(4), 381-400. https://doi.org/10.1108/NBRI-03-2015-0009
Pian, Y., Lu, Y., Huang, Y., & Bittencourt, I.I. (2020). A Gamified Solution to the Cold-Start Problem of Intelligent Tutoring System. Artificial Intelligence in Education, 12164, 376 - 381. https://doi.org/10.1007/978-3-030-52240-7_68
Pura, M. (2005). Linking perceived value and loyalty in location-based mobile services. Managing Service Quality, 15(6), 509-538. https://doi.org/10.1108/09604520510634005.
Rafdinal, W., & Qisthi, A. (2020). In-Game Factors and Technology Acceptance Factors in Increasing Intention to Play Online Game. In Proceedings of Tourism Development Centre International Conference. Berlin: Sciendo. https://doi.org/10.2478/9788395720406-029
Raffi, F. (2020). The Impact of Italian Dubbing on Viewers’ Immersive Experience: An Audience Reception Study. Online Journal of Communication and Media Technologies, 10(3), e202019. https://doi.org/10.30935/ojcmt/8371
Rau, P. -L., Peng, S. -Y. & Yang, C. -C. (2006). Time Distortion for Expert and Novice Online Game Players. Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society, 9(4), 396-403. https://doi.org/10.1089/cpb.2006.9.396.
Renard, D. (2013). Online promotional games: impact of flow experience on word-of-mouth and personal information sharing. International Business Research, 6(9), 93-100. https://doi.org/10.5539/ibr.v6n9p93
Richardson, A., Powers, M. E., & Bousquet, L. (2011). Video game experience predicts virtual, but not real navigation performance. Computers in Human Behavior, 27(1), 552-560. https://doi.org/10.1016/j.chb.2010.10.003
Rogers, K., Jörg, M. & Weber, M. (2019). Effects of Background Music on Risk-Taking and General Player Experience. Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '19). Association for Computing Machinery, New York, NY, USA, 213–224. https://doi.org/10.1145/3311350.3347158.
Rogers, K., Milo, M., Weber, M., & Nacke, L. E. (2020). The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '20). Association for Computing Machinery, New York, NY, USA, 414–426. https://doi.org/10.1145/3410404.3414246
Roscoe, J. T. (1975). Fundamental Research Statistics for the behavioral sciences. New York: Holt, Rinehart & Winston.
Ross, S. M. & Morrison, G. R. (2004). Experimental Research Methods.
Schmitt, B.H. (2012). The consumer psychology of brands. Journal of Consumer Psychology, 22(1), 7-17. https://doi.org/10.1016/j.jcps.2011.09.005
Sears, S.F., Sowell, L.D.V., Kuhl, E.A., Kovacs, A.H., Serber, E.R., Handberg, E., Kneipp, S.M., Zineh, I., & Conti, J.B. (2007). The ICD Shock and Stress Management Program: A Randomized Trial of Psychosocial Treatment to Optimize Quality of Life in ICD Patients. Pacing and Clinical Electrophysiology, 30, 858-864. https://doi.org/10.1111/j.1540-8159.2007.00773.x
Sharek, D., & Wiebe, E. (2011). Using Flow Theory to Design Video Games as Experimental Stimuli. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 55(1), 1520–1524. https://doi.org/10.1177/1071181311551316
Sites, J.D. & Potter, R.F. (2018). Everything merges with the game: A generative music system embedded in a videogame increases flow. Game Studies, 18(2).
Sjöblom, M. & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, 75, 985-996. https://doi.org/10.1016/j.chb.2016.10.019.
Sjöblom, M., Törhönen, M., Hamari, J. & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, 73, 161–171.
Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between addiction and identifying with a character. Cyberpsychology & Behavior, 11(6), 715-718. http://dx.doi.org/10.1089/cpb.2007.0210
Smith, T., Obrist, M., & Wright, P. (2013). Live-streaming changes the (video) game. Proceedings of the 11th European Conference on Interactive TV and Video (EuroITV '13). Association for Computing Machinery, New York, NY, USA, 131–138. https://doi.org/10.1145/2465958.2465971
Song, S. & Lee, J. (2007). Key factors of heuristic evaluation for game design: Towards massively multi-player online role-playing game. International Journal of Human-Computer Studies, 65(8), 709-723. https://doi.org/10.1016/j.ijhcs.2008.02.002
Staykova, K. S. & Damsgaard, J. (2015). The race to dominate the mobile payments platform: Entry and expansion strategies. Electronic Commerce Research and Applications, 14(5), 319-330. https://doi.org/10.1016/j.elerap.2015.03.004.
Su, Y. -S., Chiang, W. -L., Lee, C. -T. J., & Chang, H. -C. (2016). The effect of flow experience on player loyalty in mobile game application. Computers in Human Behavior, 63, 240-248. https://doi.org/10.1016/j.chb.2016.05.049.
Švelch, [Jan] & Švelch, [Jaroslav]. (2020). Recasting Life Is Strange: Video Game Voice Acting during the 2016–2017 SAG-AFTRA Strike. Television & New Media. https://doi.org/10.1177/1527476420962784
Taylor, T. L. (2003). Intentional bodies: virtual environments and the designers who shape them. International Journal of Engineering Education, 19(1), 25-34.
Trepte, S., Reinecke, L., Behr, K. (2009). Creating virtual alter egos or superheroines?: gamers strategies of avatar creation in terms of gender and sex. International Journal of Gaming and Computer-Mediated Simulations, 1(2), 52-76. https://doi.org/10.4018/jgcms.2009040104
Underwood, B. J., & Shaughnessy, J. J. (1975). Experimentation in psychology. New York: John Wiley & Sons, Inc. [Reprinted in 1983 by Robert E. Krieger Publishing Company, Malabar, Florida.]
Walk, W., Görlich, D., & Barrett, M. (2017). Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design. In: Korn O., Lee N. (eds) Game Dynamics. Springer, Cham. https://doi.org/10.1007/978-3-319-53088-8_3
Wang, H. L., & Cheong, L. -F. (2006). Affective understanding in film. IEEE Trans. Circuits Syst. Video Technol., 16(6), 689-704.
Wei, P. -S. & Lu, H. -P. (2014). Why do people play mobile social games? An examination of network externalities and of uses and gratifications. Internet Research: Electronic Networking Applications and Policy, 24(3). https://doi.org/10.1108/IntR-04-2013-0082.
Westera, W. (2017). How people learn while playing serious games: A computational modelling approach. Journal of Computational Science, 18, 32-45.
https://doi.org/10.1016/j.jocs.2016.12.002.
Wijman, T. (2020, June 12). The World’s 2.7 Billion Gamers Will Spend $159.3 Billion on Games in 2020; The Market Will Surpass $200 Billion by 2023. Retrieved from https://newzoo.com/insights/articles/games_market_updats_2020_april_cn/
Wu, S. -L. & Hsu, C. -P. (2018). Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention. Journal of Business Research, 92, 242-249. https://doi.org/10.1016/j.jbusres.2018.07.035.
Wu, S. -L., Hsu, C. -P. (2018). Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention. Journal of Business Research, 92, 242-249. https://doi.org/10.1016/j.jbusres.2018.07.035.
Wu, T. -C., Scott, D., & Yang, C.-C. (2013). Advanced or addicted? Exploring the relationship of recreation specialization to flow experiences and online game addiction. Leisure Sciences, 35 (3), 203-217. http://dx.doi.org/10.1080/01490400.2013.780497
Yahiaoui, R., & Al-Adwan, A. (2020). Translating Extra-linguistic Elements for Dubbing into Arabic: The Case of The Simpsons. Dirasat: Human and Social Sciences.
Zhang, J. & Fu, X. (2015). The Influence of Background Music of Video Games on Immersion. Journal of Psychology & Psychotherapy, 5, 1-7. https: //doi.org/10.4172/2161-0487.1000191.
Zhou, T. (2013). Understanding the effect of flow on user adoption of mobile games. Pers Ubiquit Comput, 17, 741–748. https://doi.org/10.1007/s00779-012-0613-3
Zhou, T. (2015). The effect of network externality on mobile social network site continuance. Program: Electronic Library and Information Systems, 49(3), 289-304.
Zhou, Z., Fang, Y., Vogel, D., Jin, X.-L. & Zhang, X. (2012). Attracted to or Locked In Predicting Continuance Intention in Social Virtual World Services. Journal of Management Information Systems, 29(1), 273-306. https://doi.org/10.2753/MIS0742-1222290108
Zyda, M., Thukral, D., Ferrans, J., Engelsma, J., & Hans, M. (2008). Enabling a voice modality in mobile games through VoiceXML. In Proceedings of the 2008 ACM SIGGRAPH symposium on Video games (Sandbox '08). Association for Computing Machinery, New York, NY, USA, 143–147. https://doi.org/10.1145/1401843.1401870