簡易檢索 / 詳目顯示

研究生: 張玉涵
Chang, Yu-Han
論文名稱: 韓國網路漫畫吸引大專生閱讀因素之研究
A Study on Factors Influencing College Students' Engagement in South Korean Webtoons
指導教授: 廖信
Liao, Shin
口試委員: 韓豐年
Han, Feng-Nien
楊翠竹
Yang, Chui-Chu
廖信
Liao, Shin
口試日期: 2023/07/11
學位類別: 碩士
Master
系所名稱: 圖文傳播學系
Department of Graphic Arts and Communications
論文出版年: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 84
中文關鍵詞: 網路漫畫WebtoonLine Webtoon
英文關鍵詞: Webcomic, Webtoon, Line webtoon
研究方法: 調查研究
DOI URL: http://doi.org/10.6345/NTNU202300839
論文種類: 學術論文
相關次數: 點閱:128下載:16
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
  • 各產業受到數位行動設備普及與數位內容多元化之影響,導致國內漫畫閱讀市場有重大轉變,數位網路之技術降低漫畫製作成本,加上韓國開發全新形式的網路漫畫進入臺灣市場,現今在年輕族群中成為一種流行趨勢,掀起網路漫畫的閱讀風潮。本研究從文獻探討蒐集瞭解網路漫畫吸引讀者閱讀之因素,並設定大專生作為調查對象,使用問卷調查法瞭解近三年人氣作品與逐步迴歸分析來探討漫畫娛樂性、漫畫時事性、取得便利性、編排設計性、漫畫交誼性對於內容吸引性之關係,並歸納網路漫畫吸引大專生的閱讀因素,經研究結果瞭解,對於內容吸引性有顯著預測力之構面,依序為漫畫娛樂性、漫畫時事性、取得便利性,以及編排設計性,而漫畫交誼性相較之下較無影響,以提供網路漫畫產業、相關單位以及相關領域作為後續研究之參考。

    The rise of webtoons in the domestic comic reading market can be attributed to the widespread use of digital mobile devices and the diversification of digital content. These changes have been brought about by advancements in digital networking technologies, which have greatly reduced production costs. Furthermore, innovative webtoon formats introduced from Korea to the Taiwanese market have played a significant role. As a result, webtoons have gained immense popularity among the younger generation, leading to a surge in online comic reading.
    This study aims to explore and understand the factors that attract readers to engage in webcomic reading. It focuses on college students as the survey participants and utilizes a questionnaire survey method to investigate the popularity of webtoon over the past three years. By employing stepwise regression analysis, the study examines the relationship between several key aspects including entertainment value, current events relevance, accessibility, layout design, social interaction, and content attractiveness of comics. The research findings have summarized the factors that attract college students to read webtoon. These factors include entertainment value, current events relevance, accessibility, and layout design. They are found to significantly predict the content attractiveness of comics. On the other hand, social interaction appears to have a relatively insignificant impact. These findings hold implications for the webtoon industry, related organizations, and future researchers in this field.

    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 研究範圍與限制 5 第四節 名詞解釋 6 第貳章 文獻探討 7 第一節 網路漫畫之發展現況 7 第二節 讀者閱讀網路漫畫現況 19 第三節 吸引讀者閱讀網路漫畫之因素 25 第參章 研究設計 37 第一節 研究架構 37 第二節 研究流程 39 第三節 研究方法 41 第四節 研究對象 42 第五節 研究工具 43 第六節 資料處理與分析 48 第肆章 研究結果與討論 51 第一節 信度分析與因素分析 51 第二節 敘述性統計 53 第三節 網路漫畫吸引大專生閱讀因素之分析 60 第伍章 研究結論與建議 64 第一節 研究結論 64 第二節 研究建議 67 參考文獻 70 附錄 79

    王正潔(2021)。民眾閱讀臺灣漫畫動機、態度及行為之研究。(系統編號:109NTNU5447017 )﹝碩士論文。國立臺灣師範大學﹞臺灣博碩士論文知識加值系統。 https://hdl.handle.net/11296/u7989h。
    文策院(2021)。2021年臺灣文化內容產業調查報告之圖書、雜誌、漫畫、原創圖像產業。文化內容策進院。
    https://taicca.tw/article/691fdfdf
    文策院(2022)。臺灣文化內容消費趨勢調查。文化內容策進院。https://research.taicca.tw/tc
    文化部(2019)。108 年上半年度出版產業整體概況分析。文化部。
    文化部(2021 年 12月 16 日 )。日本第15屆國際漫畫獎 臺灣漫畫家顆粒榮獲銀獎。文化新聞。
    https://www.moc.gov.tw/information_250_141916.html
    文策院(2021)。 2021文化內容策進院年度報告中文版。文化內容策進院。
    文策院(2022年5月)a。2021年文化內容消費趨勢調查報告。文化內容策進院。https://taicca.tw/article/80ee6ce1
    文策院(2022年8月8日)b。2021 文化內容策進院年度報告。文化內容策進院。https://taicca.tw/page/download_3
    文策院(2023年1月10)。跨域文化內容閱聽調查。文化內容策進院。https://taicca.tw/article/9f71f54d
    王佩迪、李仁植、劉倩帆、André Bergs(2019 年 10月 9日)。數位漫畫的多元形式探索。Open book閱讀誌。
    https://www.openbook.org.tw/article/p-62616
    林念慈(2017)。臺灣原創漫畫連載數位化之消費者行為研究。中華印刷科技年報2017, 403-413。https://www.AiritiLibrary.com/Publication/Index/a0000537-201704-201707030021-201707030021-403-413
    林泯杉、郝宗瑜(2021)。臺灣電子書的發展及銷售方向。中華印刷科技年報2021,106-119。https://www.AiritiLibrary.com/Publication/Index/a0000537-202105-202105270006-202105270006-106-119
    邱皓政(2021)。量化統計研究法(二):統計原理與分析技術。國家圖書館。
    周文鵬(2019)。當代臺灣漫畫的創作及產業變遷-通往數位平臺的困境與省思。休閒研究,8(2),1-17。
    https://www.AiritiLibrary.com/Publication/Index/20732368-201903-201904190005-201904190005-1-17
    施智仁(2007)。漫畫式圖像在視覺藝術表現上之創作(系統編號096NTNU5619014)﹝碩士論文,國立臺灣師範大學﹞。臺灣碩博士論文知識加值系統。https://www.AiritiLibrary.com/Publication/Index/U0021-2910200810570748
    張慶玄、 黃榮華(2021)。電子漫畫書發展之探討。中華印刷科技年報2021,152-169。https://www.AiritiLibrary.com/Publication/Index/a0000537-202105-202105270006-202105270006-152-169
    許文貞(2018)。 大人看漫畫!圖像閱讀成風潮。臺灣出版與閱讀,2018(1),112-116。https://www.AiritiLibrary.com/Publication/Index/P20181220001-201803-201812200012-201812200012-112-116
    陳仲偉(2011)。論文化產業的社會基礎及需求:臺日漫畫產業之比較。庶民文化研究(3),1-39。 https://doi.org/10.29696/JSEL.201103.0001
    陳彥蓉(2022)。韓國網路漫畫改編劇之迷群研究—以 LINE Webtoon《女神降臨》為例(系統編號110NTUA0472002)﹝碩士論文。國立臺灣藝術大學﹞。臺灣碩博士論文知識加值系統。https://hdl.handle.net/11296/r35cyu
    葉涵(2007)。當代臺灣本土連環漫畫中在地文化之表徵。視覺藝術論壇(2),76-94。https://doi.org/10.29523/VAF.200707.0005
    廖健程(2017)。原創漫畫家使用原創漫畫社群平臺發表創作之體驗(系統編號105NTPT0785007)〔碩士論文,國立臺北教育大學〕。臺灣碩博士論文知識加值系統。
    https://hdl.handle.net/11296/tav6ay
    盧俊偉、花佳正、賴逸芳(2019)。107 年 ACG 產業調查暨民眾消費行為趨勢分析。文化部。
    劉俐華(2011)。國際數位漫畫出版及應用發展趨勢之探討。商業設計學報(15), 21-40。https://doi.org/10.29514/TJCD.201111.0002
    橫路啟子、賴振南、張明敏、張麗嫺、沈美雪、張克柔(2019)。日文翻譯的現況與挑戰。編譯論叢,12(1),177-194。
    https://doi.org/10.29912/CTR.201903_12(1).0007
    楊政勳(2021年9月25日)。Line Webtoon引進韓國制度 培育台灣網漫IP跨界增值。Yahoo新聞。
    https://reurl.cc/2Lrydn
    賴來新、 林幸玫(2016)。休閒行為研究論文內容評析-以國內漫畫閱讀行為為例。運動與遊憩研究, 11(2),31-44。https://doi.org/10.29423/JSRR.201612_11(2).0003
    戴軒廷、馬恆、張紹勳(2004)。衡量網路廣告態度之指標建構。台灣管理學刊,4(1),59-83。
    https://doi.org/10.6295/TAMJ.2004.0401.04
    鄭哲宇(2020)。R軟體資料分析應用 : 線性迴歸診斷。臺北醫學大學數據處。
    http://libir.tmu.edu.tw/bitstream/987654321/58810/2/enews_35_biostat.pdf
    闕郁庭(2022)。臺灣數位漫畫平臺使用者關係品質、滿意度與忠誠度之關係 (系統編號110TIT00663001)﹝碩士論文。國立臺北科技大學﹞臺灣博碩士論文知識加值系統。https://hdl.handle.net/11296/j8npbb
    韓國內容振興院(2020年12月31日)。2020動漫產業白皮書。韓國內容振興院。https://reurl.cc/y7QvqO
    劉定綱(2020年5月4日)。109 年臺北市 ACG 產業評估及推進計畫。文化部。
    戴金蜜、羅正棠、簡志維(2016年1月13日)。韓國出版及動漫畫產業考察報告。文化部。https://report.nat.gov.tw/ReportFront/ReportDetail/detail?sysId=C10404786
    LINE(2022年7月13日)。 Line Webtoon登台8週年! 持續扶植優秀台灣作品接軌國際、在地IP影視化與遊戲化。LINE新聞。
    https://linecorp.com/zh-hant/pr/news/zh-hant/2022/4298
    Allen, K., & Ingulsrud, J. E. (2003). Manga literacy: Popular culture and the reading habits of Japanese college students. Journal of Adolescent & Adult Literacy, 46 (8), 674-683. http://www.jstor.org/stable/40017172
    Beaty, B., & Nguyen, N. (2007). The system of comics. University Press of Mississippi. https://www.academia.edu/1248397/Review_The_System_of_Comics_by_Thierry_Groensteen
    Botzakis, S. (2009). Adult fans of comic books: What they get out of reading. Journal of Adolescent & Adult Literacy, 53(1), 50-59. https://doi.org/10.1598/JAAL.53.1.5
    Chase, M., Son, E. H., & Steiner, S. (2014). Sequencing and graphic novels with primary‐grade students. The Reading Teacher, 67(6), 435-443. https://doi.org/10.1002/trtr.1242
    Cho, H. (2021). The platformization of culture: Webtoon platforms and media ecology in korea and beyond. The Journal of Asian Studies, 80(1), 73-93. https://doi.org/10.1017/S0021911820002405
    Clark, J. S. (2013). “Your credibility could be shot”: Preservice teachers’ thinking about nonfiction graphic novels, curriculum decision making, and professional acceptance. The Social Studies, 104(1), 38-45. https://doi.org/10.1080/00377996.2012.665957
    Daiku, Y., Augereau, O., Iwata, M., & Kise, K. (2017). Comic story analysis based on genre classification. 2017 14th IAPR International Conference on Document Analysis and Recognition (ICDAR).
    Dal Yong, J. (2019). Snack culture's dream of Big-Screen culture: Korean webtoons' transmedia storytelling. International Journal of Communication 13, 22. https://ijoc.org/index.php/ijoc/article/view/10004
    Dhanti, N. S., Pramono, A., & Novica, D. R. (2020). Webcomic design “The importance of environmental awareness” for teenager. International Conference on Art, Design, Education and Cultural Studies(ICADECS)
    Djiwandono, P. I. (2018). How Line Today and webtoon affect millennials’ reading habit. Language in the Online & Offline World 6: The Fortitude, 245.
    Gibson, M.(2019). Memories of a medium: Comics, materiality, object elicitation and reading autobiographies. Participations. Journal of Audience & Reception Studies, 16 (Issue 1), 605-621.
    https://www.participations.org/volume-16-issue-1/
    Jang, W., & Song, J. E. (2017). Webtoon as a new korean wave in the process of glocalization. Kritika Kultura (29). https://doi.org/10.13185/KK2017.02908.
    Ji Hoon, Y., Ji Young, L., & Sang Woo, L. (2016). Factors affecting webtoon`s success : An empirical study. Journal of The Korea Contents Association, 16(5), 194-204. http://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE06683852
    Jin, D. Y. (2015). Digital convergence of korea’s webtoons: Transmedia storytelling. Communication Research and Practice, 1(3), 193-209. https://doi.org/10.1080/22041451.2015.1079150
    Josh Fomon (2023, January 4). The Speedtest Global Index Shows These Countries Sped Forward for Internet Experience in 2022. Ookla.
    https://www.ookla.com/articles/global-index-internet-speed-growth-2022
    Kaiser, H. F. (1974). An index of factorial simplicity. psychometrika, 39(1), 31-36. https://doi.org/10.1007/BF02291575
    Kim, J.-H., & Yu, J. (2019). Platformizing webtoons: The impact on creative and digital labor in south korea. Social Media + Society, 5(4), 2056305119880174.
    https://doi.org/10.1177/2056305119880174
    Lazarinis, F., Mazaraki, A., Verykios, V. S., & Panagiotakopoulos, C. (2015). E-comics in teaching: Evaluating and using comic strip creator tools for educational purposes. 2015 10th International Conference on Computer Science & Education (ICCSE).
    Lo, P., Allard, B., Ho, K. K., Chen, J. C.-c., Okada, D., Stark, A., Henri, J., & Lai, C.-c. (2019). Librarians’ perceptions of educational values of comic books: A comparative study between Hong Kong, Taiwan, Japan, Australia and New Zealand. Journal of Librarianship and Information Science, 51(4), 1103-1119. https://doi.org/10.1177/0961000618763979
    Lynn, H.-G. (2016). Korean webtoons: Explaining growth [Unpublished doctoral dissertation or master’s thesis]. Kyushu University. https://doi.org/10.15017/2186145
    Maryani, I., & Amalia, L. (2018). The development of science comic to improve student’s understanding in elementary school. Jurnal Inovasi Pendidikan IPA, 4(1), 75-82. https://doi.org/10.21831/jipi.v4i1.21076
    Mataram, S. (2022). Function and aesthetic contexts in disaster mitigation comics. IOP Conference Series. Earth and Environmental Science, 1114(1), 012095. https://doi.org/10.1088/1755-1315/1114/1/012095
    Mataram, S., & Ardianto, D. (2019). Digital comic platform contribution in improving creative industry potential. 5th Bandung Creative Movement International Conference on Creative Industries 2018 (5th BCM 2018).
    Mataram, S., & Ardianto, D. T. (2018). Digital comic platform mapping in improving the creative industry potential. 3rd International Conference on Creative Media, Design and Technology (REKA 2018).
    Matsuto, S. (2021). The Theme and Structure in Demon Slayer: Kimetsu no Yaiba: The Hero’s Pursuit of True Strength. 金城学院大学論集 人文科学編, 18(1).
    Neijens, P. C., & Voorveld, H. A. (2018). Digital replica editions versus printed newspapers: Different reading styles? Different recall? New media & society, 20(2), 760-776. https://doi.org/10.1177/1461444816670326
    Null. (2020). Webtoons go viral ? : The globalization processes of korean digital comics. Korea Journal, 60(1), 71-99. https://doi.org/10.25024/kj.2020.60.1.71
    Oh, I., & Koo, B. (2018). Japanese Webtoon: Marketing manga online using South Korean platform designs. Culture and Empathy, 1(1-4), 49-69. https://doi.org/10.32860/26356619/2018/1.1234.0005
    Orbán, K. (2014). A language of scratches and stitches: The graphic novel between hyperreading and print. Critical Inquiry, 40(3), 169-181.
    Research Dive. (2022, Jun). Webtoons market report:Webtoons Market by Type (Comedy, Action, Sci-Fi, Horror, Romance, and Others), Revenue Model (Subscription Based and Advertisement Based), Application (Mobile, Laptop, Tablets, and Television), and Regional Analysis (North America, Europe, Asia-Pacific, and LAMEA): Global Opportunity Analysis and Industry Forecast, 2021–2030. Research Dive.
    https://www.researchdive.com/8584/webtoons-market
    Rothbauer, P. M., & Cedeira Serantes, L. (2022). Reading time: exploring the temporal experiences of reading. Journal of Documentation, 78(1), 113-128. https://doi.org/10.1108/JD-11-2020-0200
    Shim, A., Yecies, B., Ren, X., & Wang, D. (2020). Cultural intermediation and the basis of trust among webtoon and webnovel communities. Information, Communication & Society, 23(6), 833-848. https://doi.org/10.1080/1369118X.2020.1751865
    Smith, C. (2015). Motion comics: the emergence of a hybrid medium. Writing Visual Culture, 7.
    http://www.herts.ac.uk/__data/assets/pdf_file/0018/100791/wvc-dc7-smith.pdf
    Song, J.-E.(2014). Considerations on the functionality and promotion of webtoon-marketing. The Journal of Culture Contents(4), 33-61. http://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE06237474
    Song, J.-E., Nahm, K.-B., & Jang, W.-H. (2014). The Impact of spread of Webtoon on the development of hallyu: The case study of Indonesia. The Joural of the Korea Entertainment Industry Association, 8, 357. https://doi.org/10.21184/jkeia.2014.06.8.2.357
    Takeshi, U., & Tomoko, W. (2016). 日本マンガ通史時期区分. 共立女子短期大学生活科学科紀要 = Annual bulletin department of the science of living, 59, 25-44. https://cir.nii.ac.jp/crid/1050001201683961600
    Walters, M. (2009). What's up with Webcomics? visual and technological advances in comics. Interface: The Journal of Education, Community, and Values, 9(2).
    https://commons.pacificu.edu/work/sc/065d9727-c738-42ba-859c-2159ab074eb1
    Yecies, B., Shim, A., Yang, J., & Zhong, P. Y. (2020a). Global transcreators and the extension of the Korean webtoon IP-engine. Media, Culture & Society, 42(1), 40-57. http://doi.org/10.1177/0163443719867277
    Yecies, B., Yang, J. J., & Lu, Y. (2020b). Korean webtoons and collective innovation: expanding Europe's creative industries through competitive localization. Innovation: The European Journal of Social Science Research, 33(4), 459-473. https://doi.org/10.1080/13511610.2020.1828839

    下載圖示
    QR CODE