• 沒有找到結果。

第五章 結論與建議

5.2 研究限制與建議

本研究的主題為探討社交網路遊戲及遊戲涉入程度對Facebook使用者社交網絡、人 際互動的影響。根據本研究的實證結果,本節將對未來研究、社交網路遊戲業者提出以 下建議,作為參考:

1. 研究限制

在研究對象取樣方面,本研究礙於人力、時間與資源的限制,無法進行隨機樣本的 取樣,因此以滾雪球方式蒐集樣本,閱讀本研究結果時,應特別注意推論的限制性,避 免過度推論。

2. 未來研究建議

從研究結果可發現,社交網路遊戲主要仍在促進與玩家原有朋友的互動,玩家若希 望能夠擴大交友圈、獲得更深入的友誼,則社交網路遊戲的效果並不明顯。但若是希望 打發時間、紓解壓力,社交網路遊戲則有其簡單、不花時間之特性,建議後續研究可針 對玩家玩社交網路遊戲動機、遊戲後動機是否被滿足以及對遊戲的評價與認同方面繼續 深入研究,將社交網路遊戲的特性及影響加以分析。

另外,本研究以 Facebook 作為研究場域,進行玩家與非玩家的社會網絡分析及線 上人際互動分析,由於社會網絡包含層面相當廣,後續研究可繼續對玩家與非玩家在弱 連結、社會資本等部分的方向加以探討。

3. 對社交網路遊戲業者的建議

從數據中可發現,曾經玩過社交網路遊戲的玩家佔七成,但近一個月有固定在玩遊 戲的使用者只剩四成,顯示玩家流失速度很快。建議業者可加入回合制或其他因素吸引 遊戲玩家加入遊戲,並將玩家間的互動性、遊戲中的樂趣提高,而非只有表面而單調的 社交互動,另外提高遊戲的耐玩性也是業者可繼續努力的目標。

參考文獻

【中文】

Goffman, E.(1992),徐江敏譯。日常生活中的自我表演。臺北:桂冠。

王文科、王智弘(2009)。教育研究法(13 版)。臺北:五南。

朱晏瑱(2009)。從 Facebook 看網路遊戲走向社交網路遊戲的未來,電子商務時報。

何振誠、邱張名琪、陳威助(2009)。從網誌到微網誌:網路社會參與型態的演變介 紹。資訊社會研究。第十七期。頁1-51。

吳佳煇 ( 2004 )。社會支持對網路成癮的影響。資訊社會研究,7,頁 173-189。

李欣瑩(2001):桃園市國中生主觀生活壓力、社會支持、因應行為與身心健康之關 係研究。國立臺灣師範大學碩士論文。

邱瓊慧(1988):社會支持與國中學生的生活壓力及生活適應之相關研究。國立臺灣 師範大學碩士論文。

許宏愉(2001)。網際網路涉入與網路招募內容需求關係之研究。國立臺灣科技大學 碩士論文。

陳怡安(2003)。線上遊戲的魅力—以重度玩家為例。南華大學碩士論文。

資策會(2009)。 2009 年我國家庭寬頻應用現況與需求調查—應用行為。

蔣昕(2010)。臉書上的一張臉譜:社交網站上的劃界與展演。國立臺灣清華大學碩 士論文。

蔡勇美、郭文雄(1987)。都市社會學。臺北:巨流。

【英文】

Andrews, J.C., Durvasula S., & Akhter, S.H.(1990). A Framework for Conceptualizingand Measuring the Involvement Construct in Advertising Research, Journal of Advertising, 19(4), 27-40.

Barnes, J. A.(1954). Class and committees in a Norwegian island parish.Human Relations, 7(1), 39-58.

Boyd, D. M., & Ellison, N. B. (2008). Social network sites: Definition, history, and scholarship. Journal of Computer Mediated Communication, 13(1), 210-230.

Buckingham, D. (2006). Studying computer games. Computer games: Text, narrative and play, 1-13.

Caplan,G.(1974). Support system and community mental healthLecture on concept development. New York: Behavioral Publications.

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.

Cobb, S.(1976). Social support as a moderator of life stress. Psychosomatic Medicine, 38, 300-314.

Cohen, S., & Wills, T. (1985). Stress, Social Support, and the Buffering Hypothesis.

Psychological bulletin, 98(2), 310-357.

Ducheneaut, N., Yee, N., Nickell, E., & Moore, R.(2006). "Alone together?":exploring the social dynamics of massively multiplayer online games. Conference proceedings on human factors in computing systems, 407-416.

Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Journal of Applied Developmental Psychology, 23(4), 373-392.

Ellison, N. B., Steinfield, C., & Lampe, C.(2007). The benefits of Facebook "friends":

Social capital and college students' use of online social network sites. Journal of Computer-Mediated Communication, 12(4).

Fabricatore, C., Nussbaum, M. & Rosas, R. (2002). Playability in Action Video games. A Qualitative Design Model . Human Computer Interface. 17, 311-368.

children's efforts to cope with life stress and transitions. Prevention of problems in childhood: Psychological research and applications, 133-169.

Goffman, E. (1974). Frame analysis: An essay on the organization of experience: Harvard University Press.

Granovetter, M. (1983). The strength of weak ties: A network theory revisited. Sociological theory, 1(1), 201-233.

Granovetter, M.(1973).The Strength of Weak Ties. American Journal of Sociology ,78(6), 1360-1380.

Heller, K., & Swindle, R. W. (1983). Social networks, perceived social support, and coping with stress. Preventive psychology: Theory, research, and practice, 87-103.

House, J. S, & Kahn, R. L.(1985). Measures and concepts of social support. Social Support and Health, 21, 83-108.

House, J. S. (1981). Work stress and social support: Addison-Wesley Pub.

House, J.S, Umberson, D. & Landis, K.R.(1988). Structures and processes of social support.

Annual Review of Sociology, 14, 293-318.

Houston, M. J., & Rothschild, M. L. (1978). Conceptual and methodological perspectives on involvement. Research frontiers in marketing: Dialogues and directions, 184-187.

Hsu, C. W., Wang, C. C., & Tai, Y. T.(2011). The Closer the Relationship, the More the Interaction on Facebook? Investigating the Case of Taiwan Users. Cyberpsychology, Behavior, and Social Networking.

Huizinga, J. (1955). Homo Ludens: a study of the play element in culture. Boston: Beacon.

Jansz, J., & Martens, L.(2005). Gaming at a LAN event:the social Context of playing video games. New Media & Society, 7(3), 333-355.

Jongmans, D. (1973). Politics on the village level. Network Analysis: Studies in Human Interaction, 167-217.

Kaplan, B. H., Cassel, J. C., & Gore, S. (1977). Social support and health. Medical care, 15(5), 47-58.

Knoke, D., & Kuklinski, J. H. (1982). Network analysis: Sage Publications.

Krackhardt, D. (1992). The strength of strong ties: The importance of philos in

organizations. Networks and organizations: Structure, form, and action, 216- 239.

Laaksonen, P. (1994). Consumer involvement: Concepts and research: Van Nostrand Reinhold.

Lazzaro, N.(2005). Why we play games: Four keys to more emotion. Retrieved 5/20, 2011, from http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf.

Lewis, J., & West, A. (2009). ‘ Friending’ : London-based undergraduates’ experience of Facebook. New media and society, 11(7), 1209-1229.

Milgram, S. (1967). The small world problem. Psychology today, 2(1), 60-67.

Mitchell, A. A. (1979). Involvement: A potentially important mediator of consumer behavior. Advances in consumer research, 6(1), 191-196.

Mitchell, J. C.(1969). Social networks in urban situations. England: Manchester University Press.

Mulligan, J., & Patrovsky, B. (2003). Developing online games: An insider's guide. New Riders Pub.

Newman, M. E. J. (2003). The structure and function of complex networks. SIAM review, 45(2), 167-256.

O’neill, N .(2009). What Exactly are Social Games? Retrieved 5/22, 2011, from http://socialtimes.com/social-games_b690

Parlett, D. (1999). The Oxford history of board games. Oxford University Press.

Pattison, P. (1993) . Algebraic Models for Social Networks. Cambridge University Press.

Pempek, T. A., Yermolayeva, Y. A., & Calvert, S. L.(2009). College students' social networking experiences on Facebook. Journal of Applied Developmental Psychology, 30(3), 227-238.

Putnam, R. D,(2000). Bowling Alone. New York: Simon & Schuster.

Rheingold, H. (2000). The virtual community: Homesteading on the electronic frontier. The MIT Press.

Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environmentsbased on the blending of microworlds, simulations, and games.

Educational TechnologyResearch & Development, 44(2), 43-58.

Robinson, J. D., & Turner, J.(2003). Impersonal, interpersonal, and hyperpersonal social support: Cancer and older adults. Health Communication, 15(2), 227-234.

Rossi, L.(2009). Playing your network: gaming in social network sites. Paper presented at the Proceedings of DiGRA.

Russell, A.(2011). Six Reasons Why (Most) Social Games are Awful , Retrieved 5/22, 2011, from

http://www.gamasutra.com/blogs/AdamRussell/20110321/7276/Six_Reasons_Why_Mo st_Social_Games_are_Awful.php

Schaefer, C., Coyne, J. C. & Lazarus, R. S.(1981). The health-related functions of social support. Journal of Behavior Mecidecine, 4, 381-406.

Sheldon, C., & Syme, S. L. (1985). Social Support and Health. New York: Academic Press.

Sherif, M., & Cantril, H. (1947). The psychology of ego-involvements: Social attitudes and identifications.

Taylor, T.(2003). Power gamers just want to have fun? Instrumental play in a MMOG.

Proceedings of the 1st Digra conference.

Thoits, P. A.(1986). Social support as coping assistance. Journal of Consulting and Clinical Psychology, 54(4), 416-423.

Turner, R. J. (1983). Direct, indirect, and moderating effects of social support on

psychological distress and associated conditions. Psychosocial stress: Trends in theory and research, 105-155.

Walther, J. B., Van der Heide, B., Kim, S. Y., Westerman, D., & Tong, S. T.(2008). The role of friends' appearance and behavior on evaluations of individuals on facebook:

Are we known by the company we keep? Human Communication Research, 34(1), 28-49.

Watts, D., & Strogatz, S. (1998). Collective dynamics of “small-world” networks. Nature, 393(6684), 440-442.

Wellman, B. (2001). Physical place and cyberplace: The rise of personalized networking.

International journal of urban and regional research, 25(2), 227-252.

Wellman, B., & Gulia, M. (1999). Net Surfers Don't Ride Alone: Virtual Communities as Communities. Networks in the global village, 331-366.

Zagal, J. P., Nussbaum, M., & Rosas, R. (2000). A model to support the design of multiplayer games. Presence: Teleoperators & Virtual Environments, 9(5), 448-462.

Zaichkowsky, J. L. (1985). Measuring the involvement construct. The Journal of Consumer Research, 12(3), 341-352.

Zaichkowsky, J. L.(1994). The Personal Involvement Inventory: Reduction, Revision, and

附錄

附錄一 網路問卷

相關文件