A Research on Behavior of RPG On-line Game PlayersA Research on Behavior of RPG On-line Game Players
碩士 === 南台科技大學 === 資訊傳播系 === 93 === This study is exploring the action and meaning of the on-line game players. This study adopts content analysis, document analysis method, participation observation method and depth interview method. A period of two years of participation and observation was spent o...
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ndltd-TW-093STUT06760102016-11-22T04:12:13Z http://ndltd.ncl.edu.tw/handle/74008011040334431047 A Research on Behavior of RPG On-line Game PlayersA Research on Behavior of RPG On-line Game Players 線上角色扮演遊戲玩家的行為動機研究 CHENG HUI CHEN 鄭惠真 碩士 南台科技大學 資訊傳播系 93 This study is exploring the action and meaning of the on-line game players. This study adopts content analysis, document analysis method, participation observation method and depth interview method. A period of two years of participation and observation was spent on this study and the major findings were: 1. The players build up an interest group in cyberspace, if they get support from their cyber society they’ll spend more time and money on the game. 2. The points won on the game can be transformed from the cyberworld into real money. This could be the reason players are attracted and can’t help themselves from connecting to the on-line game companies. 3. The players common fantasy has become the basis to help on-line game players communicate with each other. 4. Recently members from the same family playing the game have increased, this has influenced and improved the way they communicate and relate with each other. Based on these findings, researcher has provided some suggestions for the industry of on-line games or others who would like to develop on-line games for players. 張明裕 2005 學位論文 ; thesis 166 zh-TW |
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碩士 === 南台科技大學 === 資訊傳播系 === 93 === This study is exploring the action and meaning of the on-line game players.
This study adopts content analysis, document analysis method, participation observation method and depth interview method. A period of two years of participation and observation was spent on this study and the major findings were:
1. The players build up an interest group in cyberspace, if they get support from their cyber society they’ll spend more time and money on the game.
2. The points won on the game can be transformed from the cyberworld into real money. This could be the reason players are attracted and can’t help themselves from connecting to the on-line game companies.
3. The players common fantasy has become the basis to help on-line game players communicate with each other.
4. Recently members from the same family playing the game have increased, this has influenced and improved the way they communicate and relate with each other.
Based on these findings, researcher has provided some suggestions for the industry of on-line games or others who would like to develop on-line games for players.
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author2 |
張明裕 |
author_facet |
張明裕 CHENG HUI CHEN 鄭惠真 |
author |
CHENG HUI CHEN 鄭惠真 |
spellingShingle |
CHENG HUI CHEN 鄭惠真 A Research on Behavior of RPG On-line Game PlayersA Research on Behavior of RPG On-line Game Players |
author_sort |
CHENG HUI CHEN |
title |
A Research on Behavior of RPG On-line Game PlayersA Research on Behavior of RPG On-line Game Players |
title_short |
A Research on Behavior of RPG On-line Game PlayersA Research on Behavior of RPG On-line Game Players |
title_full |
A Research on Behavior of RPG On-line Game PlayersA Research on Behavior of RPG On-line Game Players |
title_fullStr |
A Research on Behavior of RPG On-line Game PlayersA Research on Behavior of RPG On-line Game Players |
title_full_unstemmed |
A Research on Behavior of RPG On-line Game PlayersA Research on Behavior of RPG On-line Game Players |
title_sort |
research on behavior of rpg on-line game playersa research on behavior of rpg on-line game players |
publishDate |
2005 |
url |
http://ndltd.ncl.edu.tw/handle/74008011040334431047 |
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