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研究生: 蘇怡文
Su, I-Wen
論文名稱: 探討新聞遊戲對閱聽人沉浸體驗、負向情緒、同理心、知識之影響-以「護理人員過勞議題」為例
The Influence of Newsgames to Audience’s Immersion Experience, Negative Emotions, Empathy and Knowledge: The Issue of Nursing Staff Overwork
指導教授: 蔣旭政
Chiang, Hsu-Cheng
口試委員: 蔣旭政
Chiang, Hsu-Cheng
林慧斐
Lin, Hui-Fei
陳聖智
Chen, Sheng-Chih
口試日期: 2024/06/06
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: 2024
畢業學年度: 112
語文別: 中文
論文頁數: 176
中文關鍵詞: 護理人員新聞遊戲過勞議題涉入度沉浸體驗負向情緒同理心知識性別
英文關鍵詞: nursing staff, news games, overwork, issue involvement, immersion, negative emotions, empathy, knowledge, gender
研究方法: 實驗設計法半結構式訪談法
DOI URL: http://doi.org/10.6345/NTNU202400693
論文種類: 學術論文
相關次數: 點閱:219下載:3
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  • 在Covid-19疫情之前已有護理人員過勞議題,而疫情的延續加劇護理人員的過勞問題,由於醫療院所需要護理人員輪班提供不間斷的健康照護,導致許多護理人員身心出現狀況,根據衛福部2023年歷年研究計畫估計,臺灣2024年護理人員的缺口將達到2.4萬人,顯示護理人員過勞已是臺灣不可忽視的議題。
    為探討不同的新聞呈現方式、不同議題涉入度與生理性別在閱聽人沉浸體驗、負向情緒、同理心、知識之影響,本研究以關鍵評論網護理人員過勞相關新聞內容為基礎,自行製作出「護理師的一天」新聞遊戲,並採用2 (新聞遊戲 vs. 非新聞遊戲)x 2(議題涉入度高 vs. 議題涉入度低) x 2(生理男 vs. 生理女)的組間實驗設計,希望藉由實驗法探討不同新聞呈現方式對閱聽人的影響,同時探討不同新聞呈現方式、不同議題涉入度與生理性別在四個依變項中是否具有互相調節的作用。
    研究結果顯示,新聞遊戲形式與議題涉入度高相較於圖文報導與涉入低的組別較能引發閱聽人更佳的沉浸體驗、負面情緒、同理心與知識。在自變項兩者交互作用方面,新聞呈現方式與生理性別在沉浸體驗、同理心有顯著交互作用;在三者交互方面,新聞呈現方式、性別與議題涉入度在沉浸體驗與知識具顯著交互作用,其餘的交互雖然無未達到顯著效果,但數據趨勢仍與研究假設相似。由於研究證實僅簡易的新聞遊戲形式就能有效提高閱聽人的沉浸體驗、負面情緒、同理心與知識,建議未來新聞業者可以投入更多精力與成本來製作不同議題的新聞遊戲。

    Before the COVID-19 pandemic, the issue of overworked nursing staff already existed. The ongoing pandemic has exacerbated the problem, as medical institutions require nurses to work in shifts to provide continuous healthcare, leading to physical and mental health issues among many nurses. According to a research project by the Ministry of Health and Welfare in 2023, it is estimated that Taiwan will face a shortage of 24,000 nurses by 2024, indicating that the issue of overworked nursing staff is a critical issue in Taiwan.
    To explore the impact of different news presentation methods, varying levels of issue involvement, and biological gender on audience immersion, negative emotions, empathy, and knowledge, this study created a news game titled "A Day in the Life of a Nurse" based on related news content about overworked nurses from The News Lens. The study employed a 2 (news game vs. non-news game) x 2 (high issue involvement vs. low issue involvement) x 2 (biological male vs. biological female) between-subjects experimental design. The aim was to investigate the effects of different news presentation methods on the audience and to examine whether different news presentation methods, varying levels of issue involvement, and biological gender have interactive effects on the four dependent variables.
    The results of the study indicated that compared to text-based reports and low issue involvement, the news game format and high issue involvement were more effective in eliciting better audience immersion, negative emotions, empathy, and knowledge. In terms of the interaction between the independent variables, there was a significant interaction between news presentation method and biological gender on immersion and empathy. Regarding the three-way interaction, news presentation method, gender, and issue involvement had significant interactive effects on immersion and knowledge. Although other interactions did not reach statistical significance, the data trends were still consistent with the research hypotheses. Since the study confirmed that even a simple news game format could effectively enhance audience immersion, negative emotions, empathy, and knowledge, it is suggested that news media should invest more effort and resources into creating news games on various issues in the future.

    第壹章 緒論 1 第一節 研究背景與動機 1 一、研究背景 1 二、研究動機 4 第二節 研究目的與問題 6 第貳章 文獻探討 8 第一節 護理人員過勞議題 8 ㄧ、護理人員工作環境現況 8 二、護理人員面臨的困境 10 三、護理人員職業倦怠、情緒勞動與工作壓力 12 第二節 新聞遊戲 15 一、新聞定義與新聞產業 15 二、新聞遊戲起源與定義 17 三、新聞遊戲發展與現況 19 四、新聞遊戲特徵和優勢 22 五、遊戲與新聞遊戲 24 第三節 沉浸體驗、負向情緒及同理心之相關研究 28 一、沉浸體驗定義 28 二、情緒與負向情緒 30 三、同理心定義 32 第四節 閱聽人知識之相關理論 34 一、知識定義 34 二、閱聽人之資訊接收 36 第五節 閱聽人涉入度 38 一、涉入程度定義 38 二、涉入程度衡量構面 40 第六節 性別的調節作用 42 第七節 假設推導 43 第參章 研究方法 51 第一節 研究架構 51 第二節 研究系統 53 一、開發工具 53 二、遊戲設計 53 三、研究架構與流程 56 第三節 研究工具與測量 57 一、變項的定義與測量 57 二、實驗設計 63 第四節 深度訪談 72 一、深度訪談設計 72 二、訪談對象 74 第五節 資料分析方法 76 第肆章 研究結果 77 第一節 描述性統計 77 第二節 信度分析 80 第三節 主實驗之操弄檢定 81 第四節 研究假設之驗證 82 第五節 深度訪談資料分析 118 第伍章 結論與建議 123 第一節 研究結果與討論 123 一、新聞遊戲形式與議題涉入度高相較於圖文報導與涉入低組別能引發閱聽人更佳的沉浸體驗 120 二、新聞遊戲形式與議題涉入度高相較於圖文報導與涉入低組別能引發閱聽人更多的負面情緒 124 三、新聞遊戲形式與議題涉入度高相較於圖文報導與涉入低組別能引發閱聽人更多的同理心 125 四、新聞遊戲形式與議題涉入度高相較於圖文報導與涉入低組別能引發閱聽人更佳的知識 126 五、生理性別在閱聽人的沉浸體驗、負面情緒、同理心與知識方面 127 六、新聞呈現方式與議題涉入度在閱聽人的沉浸體驗、負面情緒、同理心與知識方面的影響 128 七、新聞呈現方式與生理性別在閱聽人的沉浸體驗、負面情緒、同理心與知識方面的影響 129 八、議題涉入度與生理性別在閱聽人的沉浸體驗、負面情緒、同理心與知識方面的影響 130 九、新聞呈現方式、性別與議題涉入度在閱聽人的沉浸體驗、負面情緒、同理心與知識方面的影響 130 第二節 研究貢獻 132 一、學術貢獻 132 二、實務貢獻 133 第三節 研究限制 134 一、研究限制 134 二、未來研究建議 134 參考文獻 135 附錄 163

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