後續研究運動賽事享樂感,可同時考慮比賽初始狀態、比賽過程和比賽結果對享樂 感的作用,或加入其他可能影響的潛在變項。並且進一步控制比賽過程的事件,細分比 賽過程的任一事件,謹慎地定義每一個事件帶來的影響。在運動賽事的球類選擇方面,
未來設計實驗刺激物,須嚴加控制暴露時間的一致性,或採取比賽時間較短的運動球類,
使得實驗參與者可以觀看完整的比賽,更符合真實的觀看狀況。
再者,因為研究結果僅初步探討因應評估於運動賽事享樂感的角色,未來可以增加 更多符合運動賽事情境的因應評估構面預測,增加除了八個策略、接受和移情的構面。
未來研究可以將運動賽事的社會關係納入討論,球迷喜歡集結一群,相約觀賞運動賽事、
為支持球隊加油。而與他人一起的觀看環境會大大影響球迷個人的情感反應,人評估比 賽過程中的某一事件,會因為所屬的社會團體的多數反應而修正情感,可能會正面感會 愈加正面、負面感受會愈加負面,或正負面感受會削弱,為符合社會團體的規範。
最後,在生理測量方面。其一,膚電能作為性別差異的指標。雖然男性與女性在正 負面的肌電反應和生物演化的預測相悖,但男女在膚電程度最大反應有差異,在目標輔 助的時候,男性的喚起程度大於女性;目標阻礙則是女性的喚起程度大於男性。膚電比 肌電反應,性別在膚電的差異較顯著,未來能以膚電預測性別差異(Bradley, Codispoti, Sabatinelli, et al., 2001)。其二是發展其他測量指標,找出其他計算反應的方式。過去研 究僅計算暴露時間的平均反應,較不適合分析較長的影片刺激物。除了本研究實驗二添 加的最大反應,未來應找出其他更適合解釋影片刺激的生理指標。其三,或是增加更多 的生理反應,測量其他肌肉區域、心跳或手指溫度等(Aue et al., 2007; Aue & Scherer,
116
2008, 2011),與現有的膚電和肌電相輔相成,且以更豐富的生理數據驗證情感階段模式 和情緒評估理論。
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附 錄
附錄一 實驗一刺激物製作說明
本研究使用影音編輯軟體「威力導演 12 版」,依照實驗一的研究設計剪輯比賽影片 片段,其剪接步驟如下:
一、完整的整場比賽影片,擷取出一個半局的片段。實驗一分別採取第三局下(對澳洲 隊)、第八局下(對韓國隊)、第四局下(對荷蘭隊和古巴隊)。
二、刪除重播的精彩片段,避免刺激重複暴露干擾情緒反應。
三、因實驗一不告知比賽局數,消除或刪除球評轉播講解局數的語音資訊。
四、遮蔽畫面上的局數資訊(如下圖)。
五、以一個打者完成打擊的事件為單位,每一個單位作一個暫停點,再將一個半局分割 為一名名打者的打擊片段。
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實驗一情境(2):目標阻礙、獲勝可能性高
事件描述 中華:韓國
比數 目標輔助/阻礙 時間長度
韓國隊打擊二壘安打,上到二壘。 2:0 00:01:06
中華隊捕手的失誤,造成二壘韓國隊 盜壘至三壘。
2:0 00:01:36
韓國隊打出三壘方向的安打。三壘的 韓國隊回到本壘;韓國隊攻下第一分。
2:1 目標阻礙(-) 00:00:14
韓國隊遭三振出局。 2:1 00:03:58
韓國隊打出二壘滾地球,中華隊二壘 手要傳球至一壘失誤,造成中華隊雙 殺失敗。韓國隊一個出局。
2:1 00:01:03
韓國隊打出全壘打。加上一壘有人,韓 國隊得二分。
2:3 目標阻礙(-) 00:00:56
韓國隊遭三振出局。 2:3 00:01:08
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128
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以下以圖示說明各個情境的實驗刺激物。
實驗一情境 情境圖示
(1) 目標輔助、
獲勝可能性高
比賽初始狀態 澳洲:中華
0:1
一個半局的比賽過程 澳洲:中華
0:3
130
(2) 目標阻礙、
獲勝可能性高
比賽初始狀態 中華:韓國
2:0
一個半局的比賽過程 中華:韓國
2:3
131
(3) 目標輔助、
獲勝可能性低
比賽初始狀態 荷蘭:中華
3:1
一個半局的比賽過程 荷蘭:中華
3:5
132
(4) 目標阻礙、
獲勝可能性低
比賽初始狀態 中華:古巴
0:2
一個半局的比賽過程 中華:古巴
0:6
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附錄二 實驗二刺激物製作說明
實驗二同使用威力導演 12 版剪輯實驗刺激物,實驗情境同以一個半局為單位。但 與實驗一不同是實驗二指定局數「第九局」,且重新設定比賽的比數以契合實驗二設計,
將每一個實驗情境的最終比數拉近,操弄同等的懸疑感。剪接步驟如下:
一、實驗二所有實驗情境取自同一場比賽,中華隊與美國隊的比賽。而輔助與阻礙的片 段,分別取自第三局上和第八局下。
二、消除、刪除透露局數的球評轉播。
三、更改局數為「第九局下」。利用威力導演的「子母畫面」功能,建立一個相似原本形 式的局數圖片覆蓋於原本的局數位置,將局數圖片視為子畫面、主要畫面則母畫面。
三、更改局數為「第九局下」。利用威力導演的「子母畫面」功能,建立一個相似原本形 式的局數圖片覆蓋於原本的局數位置,將局數圖片視為子畫面、主要畫面則母畫面。