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研究生: 秦啟賢
Chin, Chi-Hsien
論文名稱: Beyond Gaming電競戰隊粉絲形成因素之研究
An Analysis of the Factors Affecting Fan Formation for the Beyond Gaming E-sports Team
指導教授: 湯添進
Tan, Tien-Chin
口試委員: 李炳昭
Lee, Ping-Chao
蔣任翔
Jiang, Ren-Shiang
湯添進
Tan, Tien-Chin
口試日期: 2023/06/04
學位類別: 碩士
Master
系所名稱: 體育與運動科學系
Department of Physical Education and Sport Sciences
論文出版年: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 70
中文關鍵詞: 電子競技社會化過程電競粉絲
英文關鍵詞: Esport, Socialization process, Esports fans
研究方法: 文件分析法內容分析法半結構式訪談法
DOI URL: http://doi.org/10.6345/NTNU202301250
論文種類: 學術論文
相關次數: 點閱:59下載:14
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  • 有鑑於近期電子競技 (以下稱電競) 產業飛速成長,其中能夠讓電競整體產業穩定且持續成長的關鍵就是粉絲。除了選手表現逐漸提升與科技日新月異的進步以外,龐大的觀看流量與消費金額才是促進整體產業穩定且飛速成長的主因。本研究之目的為瞭解電競戰隊的粉絲的形成與持續支持之原因。因此,本研究透過McPherson等 (1989) 提出之社會化模型,藉由社會化理論模型之中所提及的三個要素:個人特質 (personal attributes)、重要他人 (significant others) 及社會化情境 (socialization situations),來做為理論基礎與核心問題。為了瞭解BYG戰隊的粉絲形成因素,經由三種要素做為設計訪談大綱之依據,藉由專家檢核提高研究之信實度,以此訪綱所提及的相關問題去進行新建電競戰隊之粉絲訪談,進而釐清新建電競戰隊粉絲的形成過程與整體脈絡。研究結果:三種要素互相影響電競粉絲選擇戰隊的原因,其中個人特質的影響層面多以好奇心及新鮮感創造電競戰隊粉絲。再來是重要他人多以同儕、大眾媒體及家庭裡的兄弟姊妹為主要影響因素。最後是社會化情境製造的氛圍導致個體的改變。

    In view of the recent rapid growth of the e-sports industry, fans are the key to making the overall e-sports industry stable and sustainable. It is the main reason for promoting the stability and rapid growth of the overall industry. The purpose of this study is to understand the reasons for the formation and continuous support of fans of newly-established e-sports teams. Therefore, this study uses the sports socialization model proposed by McPherson et al. (1989) and the sports socialization theoretical model mentioned. The three elements of the three elements: personal attributes, significant others, and socialization situations are used as the basis for argumentation and core issues. The three elements are the basis for designing the interview outline. To improve the reliability of the research, use the relevant issues mentioned in the interview outline to conduct interviews with fans of newly-established e-sports teams, and then clarify the formation process and overall context of fans of newly-established e-sports teams. Research results: The three factors influence each other on the reasons why e-sports fans choose teams, among which the influence level of personal characteristics is mostly curiosity and novelty to create fans of e-sports teams. Furthermore, significant others are mostly influenced by peers, mass media, and brothers and sisters in the family. Finally, it is the atmosphere created by the social situation that leads to individual change.

    謝辭 i 中文摘要 ii 英文摘要 iii 目 次 iv 表 次 vii 圖 次 viii 第壹章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 4 第三節 研究問題 4 第四節 研究之重要性 4 第五節 研究範圍與限制 5 第六節 名詞釋義 6 第貳章 文獻探討 7 第一節 電子競技發展歷程與概況 7 第二節 社會化 10 第三節 粉絲形成相關研究 16 第參章 研究方法 21 第一節 研究架構 21 第二節 研究流程 22 第三節 研究對象 23 第四節 研究工具 24 第五節 研究品質與信實度 26 第六節 資料處理程序 27 第肆章 結果與討論 30 第一節 個人特質 30 第二節 重要他人 36 第三節 社會化情境 42 第四節 討論 52 第伍章 結論、建議與省思 54 第一節 結論 54 第二節 建議 56 第三節 研究省思 57 參考文獻 60 附錄 70

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