Responsive image
博碩士論文 etd-0803120-061723 詳細資訊
Title page for etd-0803120-061723
論文名稱
Title
直播與聊天室情境對於觀眾參與行為之影響
The effect of live streaming and chat room scenarios on audience stickiness
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
70
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2020-07-30
繳交日期
Date of Submission
2020-09-03
關鍵字
Keywords
文字探勘、擬社會互動、社會臨場感、直播、黏著度、情緒分析
Live streaming, Stickiness, Social Presence, Para-social Interaction, Text Mining, Sentiment Analysis
統計
Statistics
本論文已被瀏覽 5904 次,被下載 1
The thesis/dissertation has been browsed 5904 times, has been downloaded 1 times.
中文摘要
在科技載體發達的現代,連上網際網路就能開啟現場直播,受惠於電子競技的興起,遊戲直播成為網路媒體的重要市場。直播不單只是娛樂而已,其龐大的眼球吸引力,背後經濟利益十分龐大,對於直播而言,黏著度(或稱網路忠誠度)是一個很重要的議題,直播主必須要讓觀眾願意長時間待在直播的環境中,在累積一定的知名度及粉絲群後才能得到良好的廣告分潤及活動邀約。然而,目前還無法得知在直播過程中,觀眾在意畫面上的那些關鍵資訊,及其是否會影響實際使用行為。
本研究藉由網路爬蟲實際地在直播平台抓取相關資料,並以社會臨場感理論(Social presence theory)及擬社會互動(Para-social interaction)的角度,分別描繪遊戲直播中聊天室交流及直播主互動帶給觀眾的情境體驗,了解哪些因素會影響直播觀眾的黏著度。研究資料選自Twitch平台上League of Legends的直播主,共使用了265個小時的直播樣本,採用文字探勘與多個工具對研究變數進行分析與計算,並配合部分次級資料輔佐,最後進行迴歸分析以及假說檢定。結果發現:(1)直播聊天室內容中負面、興奮及高支配性的言論會提升觀眾黏著度。(2)聊天室中的留言量負向影響觀眾黏著度。(3)當前觀眾數量越多,觀眾黏著度越高。(4)直播主透過麥克風頻繁的說話有助於提升觀眾黏著度。
Abstract
Live streaming is not just an entertainment but a huge business opportunity. Stickiness, also called e-loyalty, is a key issue for live streamers to be successful. Streamers have to attract enough audience who are willing to stay longer in the live streaming before they can create value from the popularity and fans through advertisement and commercial event invitations. However, not much research has investigated key factors that affects audience stickiness in live streaming.
To bridge the gap, this study uses web crawlers to collect data from live streaming sessions, and uses Social presence theory and Para-social interaction to develop a research model that captures the experience of chat room communication and interaction between streamer and audience. A total of 265 hours of real live steaming sessions on Twitch.com were recorded to empirically evaluate our research model. Text mining and multiple tools were used to extract variable values and statistical methods were used to calculate the effect of these variables on audience stickiness. Major findings include: (1) More negative, intense and highly dominant comments in the chat room can increase the stickiness. (2) The amount of comment in the chat room negatively affects audience stickiness (3) The amount of audience increases audience stickiness, and (4) Streamer's speaking time has a positive effect on audience stickiness.
目次 Table of Contents
論文審定書 i
摘要 ii
Abstract iii
誌謝 iv
目錄 v
圖目錄 vii
表目錄 viii
第一章 緒論 1
第一節 研究背景 1
第二節 研究動機 3
第三節 研究目的 4
第四節 研究流程 4
第二章 文獻探討 6
第一節 直播 6
第二節 文字聊天室元素 8
第三節 社會臨場感理論 11
第四節 擬社會互動 13
第五節 黏著度 15
第六節 情緒分析 16
第三章 研究架構與假說 19
第一節 研究變數說明 19
第二節 研究假說 21
第三節 研究模型 26
第四章 研究方法 27
第一節 研究設計 27
第二節 資料來源 27
第三節 資料處理 29
第四節 變數敘述性統計 31
第五節 變數計算方法 32
第六節 變數計算示例 39
第五章 資料分析 43
第一節 分析前處理 43
第二節 研究模型驗證 44
第六章 研究結論 48
第一節 研究發現 48
第二節 研究貢獻 50
第三節 研究限制與未來建議 52
參考文獻 53
參考文獻 References
中文文獻
艾媒网讯(2016)。2016年中國在线直播行业专题研究:暖春遭遇寒流。檢自:https://www.iimedia.cn/c400/42373.html。
林懇(2017)。LOL冠軍賽觀看人數超越NBA!「新運動市場」:電競?。檢自:https://news.cnyes.com/news/id/3823924。
國家通訊傳播委員會(2017)。電視使用行為及滿意度調查報告 (PG10507-0145)。檢自:https://www.ncc.gov.tw/chinese/files/17100/3500_36044_171006_1.pdf。
曾靉(2017)。1,600萬台灣人都在看!Twitch營運長Kevin Lin談遊戲直播的下一個未來。檢自:https://www.bnext.com.tw/article/42943/twitch-focus-on-mobile-app-and-content-in-2017。
英文文獻
Aberg, J., & Shahmehri, N. (2001). An empirical study of human Web assistants: Implications for user support in Web information systems. Paper presented at the Proceedings of the SIGCHI conference on Human factors in computing systems.
Ahn, W., Park, J., & Han, K.-h. (2011). Emoticons convey emotion in CMC. Paper presented at the Proceedings of HCI 2011 The 25th BCS Conference on Human Computer Interaction 25.
Alodadi, M., & Janeja, V. P. (2015). Similarity in patient support forums using tf-idf and cosine similarity metrics. Paper presented at the 2015 International Conference on Healthcare Informatics.
Anderson, S. (2017). Watching people is not a game: Interactive online corporeality, Twitch. tv and videogame streams. Game Studies, 17(1), 1-16.
Ashley, C., & Tuten, T. (2015). Creative strategies in social media marketing: An exploratory study of branded social content and consumer engagement. Psychology & Marketing, 32(1), 15-27.
Auter, P. J. (1992). Psychometric: TV that talks back: An experimental validation of a parasocial interaction scale. Journal of Broadcasting & Electronic Media, 36(2), 173-181.
Badrinarayanan, V. A., Sierra, J. J., & Martin, K. M. (2015). A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs). Journal of Business Research, 68(5), 1045-1052.
Bafna, P., Pramod, D., & Vaidya, A. (2016). Document clustering: TF-IDF approach. Paper presented at the 2016 International Conference on Electrical, Electronics, and Optimization Techniques (ICEEOT).
Bakker, I., de Boon, J., & Ooijevaar, O. (2012). Zorg voor mens en omgeving: het zintuig als maatstaf: Aedes-Actiz Kenniscentrum Wonen-Zorg.
Bakshi, R. K., Kaur, N., Kaur, R., & Kaur, G. (2016). Opinion mining and sentiment analysis. Paper presented at the 2016 3rd International Conference on Computing for Sustainable Global Development (INDIACom).
Ballantine, P. W., & Martin, B. A. (2005). Forming parasocial relationships in online communities. ACR North American Advances.
Bargh, J. A., & McKenna, K. Y. (2004). The Internet and social life. Annu. Rev. Psychol., 55, 573-590.
Bassolino, C. (2018). Live Video Streaming: The $30 Billion Industry You’re Missing Out On. Retrieved from https://www.zype.com/blog/live-video-streaming-the-30-billion-industry-youre-missing-out-on
Biocca, F., Harms, C., & Gregg, J. (2001). The networked minds measure of social presence: Pilot test of the factor structure and concurrent validity. Paper presented at the 4th annual international workshop on presence, Philadelphia, PA.
Blackburn, J., Simha, R., Kourtellis, N., Zuo, X., Ripeanu, M., Skvoretz, J., & Iamnitchi, A. (2012). Branded with a scarlet" C" cheaters in a gaming social network. Paper presented at the Proceedings of the 21st international conference on World Wide Web.
Bänziger, T., Tran, V., & Scherer, K. (2005). The emotion wheel. A tool for the verbal report of emotional reactions. Paper presented at the poster presented at the conference of the International Society of Research on Emotion, Bari, Italy.
Byron, K., & Baldridge, D. C. (2007). E-mail recipients' impressions of senders' likability: The interactive effect of nonverbal cues and recipients' personality. The Journal of Business Communication (1973), 44(2), 137-160.
Chang, C. Y.-h. (2016). EFL reviewers’ emoticon use in asynchronous computer-mediated peer response. Computers and Composition, 40, 1-18.
Chen, C.-C., & Lin, Y.-C. (2018). What drives live-stream usage intention? The perspectives of flow, entertainment, social interaction, and endorsement. Telematics and Informatics, 35(1), 293-303.
Chlopicki, W. (1996). NR Norrick, Conversational joking: Humor in everyday talk. Journal of Pragmatics, 25(4), 602-605.
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.
Cohen, E. L., & Tyler, W. J. (2016). Examining perceived distance and personal authenticity as mediators of the effects of ghost-tweeting on parasocial interaction. Cyberpsychology, Behavior, and Social Networking, 19(5), 342-346.
Cosentino, S., Randria, E. I., Lin, J.-Y., Pellegrini, T., Sessa, S., & Takanishi, A. (2018). Group emotion recognition strategies for entertainment robots. Paper presented at the 2018 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS).
Cui, N., Wang, T., & Xu, S. (2010). The influence of social presence on consumers’ perceptions of the interactivity of web sites. Journal of Interactive Advertising, 11(1), 36-49.
Culpeper, J. (2005). Impoliteness and entertainment in the television quiz show: The Weakest Link. Journal of Politeness Research, 1(1), 35-72.
Cyr, D., Hassanein, K., Head, M., & Ivanov, A. (2007). The role of social presence in establishing loyalty in e-service environments. Interacting with computers, 19(1), 43-56.
Dabike, G. R., & Barker, J. (2019). Automatic Lyric Transcription from Karaoke Vocal Tracks: Resources and a Baseline System. Paper presented at the INTERSPEECH.
Daft, R. L., & Lengel, R. H. (1983). Information richness. A new approach to managerial behavior and organization design. Retrieved from
December, J. (1996). Units of analysis for Internet communication. Journal of computer-mediated communication, 1(4), JCMC143.
Dennis, A. R., Fuller, R. M., & Valacich, J. S. (2008). Media, tasks, and communication processes: A theory of media synchronicity. MIS quarterly, 32(3), 575-600.
Dibble, J. L., Hartmann, T., & Rosaen, S. F. (2016). Parasocial interaction and parasocial relationship: Conceptual clarification and a critical assessment of measures. Human Communication Research, 42(1), 21-44.
Dillon, C., Keogh, E., & Freeman, J. (2002). It’s been emotional’: Affect, physiology, and presence. Paper presented at the Proceedings of the Fifth Annual International Workshop on Presence, Porto, Portugal.
Dorn, E., & Sahinyan, A. (2012). Online Trust and CommuteGreener!-Is online trust enough to create stickiness behavior?
Dougherty, A. (2011). Live-streaming mobile video: production as civic engagement. Paper presented at the Proceedings of the 13th international conference on human computer interaction with mobile devices and services.
Fang, J., Chen, L., Wen, C., & Prybutok, V. R. (2018). Co-viewing experience in video websites: The effect of social presence on e-Loyalty. International Journal of Electronic Commerce, 22(3), 446-476.
Foo, C. Y., & Koivisto, E. M. (2004). Defining grief play in MMORPGs: player and developer perceptions. Paper presented at the Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology.
Ford, C., Gardner, D., Horgan, L. E., Liu, C., Tsaasan, A., Nardi, B., & Rickman, J. (2017). Chat speed op pogchamp: Practices of coherence in massive twitch chat. Paper presented at the Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems.
Friedrich, T., Schlauderer, S., & Overhage, S. (2019). The impact of social commerce feature richness on website stickiness through cognitive and affective factors: An experimental study. Electronic Commerce Research and Applications, 36, 100861.
Fu, H., Ye, B. H., & Xiang, J. (2016). Reality TV, audience travel intentions, and destination image. Tourism Management, 55, 37-48.
Fu, W. W., & Sim, C. C. (2011). Aggregate bandwagon effect on online videos' viewership: Value uncertainty, popularity cues, and heuristics. Journal of the American Society for Information Science and Technology, 62(12), 2382-2395.
Gefen, D., & Straub, D. W. (2004). Consumer trust in B2C e-Commerce and the importance of social presence: experiments in e-Products and e-Services. Omega, 32(6), 407-424.
Georgen, C. (2015). Well played & well watched: Dota 2, spectatorship, and eSports. Well Played A Journal on Video Games, Values, and Meaning, 4(1), 179-191.
Gleich, U. (1997). Parasocial interaction with people on the screen. In New horizons in media psychology (pp. 35-55): Springer.
Graham, S. L. (2019). A wink and a nod: The role of emojis in forming digital communities. Multilingua, 38(4), 377-400.
Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on twitch: fostering participatory communities of play within live mixed media. Paper presented at the Proceedings of the SIGCHI conference on human factors in computing systems.
He, S., Zheng, X., Zeng, D., Luo, C., & Zhang, Z. (2016). Exploring entrainment patterns of human emotion in social media. PloS one, 11(3), e0150630.
Hennequin, R., Khlif, A., Voituret, F., & Moussallam, M. (2020). Spleeter: a fast and efficient music source separation tool with pre-trained models. Journal of Open Source Software, 5(50), 2154.
Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67.
Holland, J., & Menzel Baker, S. (2001). Customer participation in creating site brand loyalty. Journal of Interactive Marketing, 15(4), 34-45.
Horton, D., & Richard Wohl, R. (1956). Mass communication and para-social interaction: Observations on intimacy at a distance. psychiatry, 19(3), 215-229.
Horton, D., & Strauss, A. (1957). Interaction in audience-participation shows. American Journal of Sociology, 62(6), 579-587.
Hsu, C.-L., & Lin, J. C.-C. (2016). Effect of perceived value and social influences on mobile app stickiness and in-app purchase intention. Technological Forecasting and Social Change, 108, 42-53.
Hu, M., & Liu, B. (2004). Mining and summarizing customer reviews. Paper presented at the Proceedings of the tenth ACM SIGKDD international conference on Knowledge discovery and data mining.
Hu, M., Zhang, M., & Wang, Y. (2017). Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework. Computers in Human Behavior, 75, 594-606.
Huang, C.-H., Yin, J., & Hou, F. (2011). A text similarity measurement combining word semantic information with TF-IDF method. Jisuanji Xuebao(Chinese Journal of Computers), 34(5), 856-864.
Kafetsios, K., Chatzakou, D., Tsigilis, N., & Vakali, A. (2017). Experience of emotion in face to face and computer-mediated social interactions: An event sampling study. Computers in Human Behavior, 76, 287-293.
Kaytoue, M., Silva, A., Cerf, L., Meira Jr, W., & Raïssi, C. (2012). Watch me playing, i am a professional: a first study on video game live streaming. Paper presented at the Proceedings of the 21st International Conference on World Wide Web.
Kim, W. G., Lee, C., & Hiemstra, S. J. (2004). Effects of an online virtual community on customer loyalty and travel product purchases. Tourism management, 25(3), 343-355.
Kochen, M. (1978). Long Term Implications of Electronic Information Exchanges for Information Science. Bulletin of the American Society for Information Science, 4(5), 22-23.
Kumar, N., & Benbasat, I. (2002). Para-social presence: A re-conceptualization of'social presence'to capture the relationship between a web site and her visitors. Paper presented at the Proceedings of the 35th annual Hawaii international conference on system sciences.
Labrecque, L. I. (2014). Fostering consumer–brand relationships in social media environments: The role of parasocial interaction. Journal of interactive marketing, 28(2), 134-148.
Lazarus, R. S., & Lazarus, B. N. (1994). Passion and reason: Making sense of our emotions: Oxford University Press, USA.
Le Bon, G. (1897). The crowd: A study of the popular mind: T. Fisher Unwin.
Lee, A. S. (1994). Electronic mail as a medium for rich communication: An empirical investigation using hermeneutic interpretation. MIS quarterly, 143-157.
Lee, C. M., Narayanan, S. S., & Pieraccini, R. (2002). Combining acoustic and language information for emotion recognition. Paper presented at the Seventh International Conference on Spoken Language Processing.
Lee, E.-J., & Oh, S. Y. (2012). To personalize or depersonalize? When and how politicians' personalized tweets affect the public's reactions. Journal of communication, 62(6), 932-949.
Li, Y., Wang, C., & Liu, J. (2020). A Systematic Review of Literature on User Behavior in Video Game Live Streaming. International Journal of Environmental Research and Public Health, 17(9), 3328.
Lin, H., Fan, W., & Chau, P. Y. (2014). Determinants of users’ continuance of social networking sites: A self-regulation perspective. Information & Management, 51(5), 595-603.
Lin, J. C.-C. (2007). Online stickiness: its antecedents and effect on purchasing intention. Behaviour & Information Technology, 26(6), 507-516.
Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of computer-mediated communication, 3(2), JCMC321.
Lou, H., Luo, W., & Strong, D. (2000). Perceived critical mass effect on groupware acceptance. European Journal of Information Systems, 9(2), 91-103.
Maciag, G. A. (2000). Web Portals Usher In, Drive Away Business. National Underwriter/Property & Casualty Risk & Benefits, 104(50), 19-20.
Malighetti, C., Sciara, S., Chirico, A., & Riva, G. (2020). Emotional Expression of# body on Instagram. Social Media+ Society, 6(2), 2056305120924771.
Martinez, B. M. (2017). The influence of mobile application design features on consumers' emotional response and stickiness intentions. University of Georgia,
McMillan, D. W. (1996). Sense of community. Journal of community psychology, 24(4), 315-325.
Mehrabian, A., & Russell, J. A. (1974). An approach to environmental psychology: the MIT Press.
Men, L. R., & Tsai, W.-H. S. (2013). Beyond liking or following: Understanding public engagement on social networking sites in China. Public Relations Review, 39(1), 13-22.
Mohammad, S. (2018). Obtaining reliable human ratings of valence, arousal, and dominance for 20,000 english words. Paper presented at the Proceedings of the 56th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers).
Mäntymäki, M., & Salo, J. (2010). Trust, Social Presence and Customer Loyalty in Social Virtual Worlds. Paper presented at the Bled eConference.
Narasimhan, S., & Rao, R. R. (2019). Neural Network based Speech Assistance tool to enhance the fluency of adults who stutter. Paper presented at the 2019 IEEE International Conference on Distributed Computing, VLSI, Electrical Circuits and Robotics (DISCOVER).
Neethu, M., & Rajasree, R. (2013). Sentiment analysis in twitter using machine learning techniques. Paper presented at the 2013 Fourth International Conference on Computing, Communications and Networking Technologies (ICCCNT).
Nematzadeh, A., Ciampaglia, G. L., Ahn, Y.-Y., & Flammini, A. (2016). Information overload in group communication: From conversation to cacophony in the twitch chat. Royal Society open science, 6(10), 191412.
Ning Shen, K., & Khalifa, M. (2008). Exploring multidimensional conceptualization of social presence in the context of online communities. Intl. Journal of human–computer interaction, 24(7), 722-748.
O'Neill, J., & Martin, D. (2003). Text chat in action. Paper presented at the Proceedings of the 2003 international ACM SIGGROUP conference on Supporting group work.
Pang, B., & Lee, L. (2009). Opinion mining and sentiment analysis. Comput. Linguist, 35(2), 311-312.
Pavlou, P. A., Liang, H., & Xue, Y. (2007). Understanding and mitigating uncertainty in online exchange relationships: A principal-agent perspective. MIS quarterly, 105-136.
Payne, K., Keith, M. J., Schuetzler, R. M., & Giboney, J. S. (2017). Examining the learning effects of live streaming video game instruction over Twitch. Computers in Human Behavior, 77, 95-109.
Polites, G. L., Williams, C. K., Karahanna, E., & Seligman, L. (2012). A theoretical framework for consumer e-satisfaction and site stickiness: An evaluation in the context of online hotel reservations. Journal of Organizational Computing and Electronic Commerce, 22(1), 1-37.
Poyane, R. (2018). Toxic communication during streams on Twitch. tv. The case of Dota 2. Paper presented at the Proceedings of the 22nd International Academic Mindtrek Conference.
Poyane, R. (2019). Toxic Communication on Twitch. tv. Effect of a Streamer. Paper presented at the International Conference on Digital Transformation and Global Society.
Raes, T. C. M. (2015). Twitch TV: motives and interaction, a consumer perspective. Yayımlanmamış Yüksek Lisans Tezi. Aalborg: Aalborg University Faculty of Humanities Master in CCG.
Recktenwald, D. (2017). Toward a transcription and analysis of live streaming on Twitch. Journal of Pragmatics, 115, 68-81.
Reeves, B., & Nass, C. (1996). How people treat computers, television, and new media like real people and places. In: CSLI Publications and Cambridge university press Stanford/Cambridge, MA.
Ridings, C. M., & Gefen, D. (2004). Virtual community attraction: Why people hang out online. Journal of computer-mediated communication, 10(1), JCMC10110.
Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., . . . Alcañiz, M. (2007). Affective interactions using virtual reality: the link between presence and emotions. CyberPsychology & behavior, 10(1), 45-56.
Rosengren, K. E., Windahl, S., Hakansson, P.-A., & Johnsson-Smaragdi, U. (1976). Adolescents' TV relations: Three scales. Communication Research, 3(4), 347-366.
Scheibe, K., Fietkiewicz, K. J., & Stock, W. G. (2016). Information behavior on social live streaming services.
Short, J., Williams, E., & Christie, B. (1976). The social psychology of telecommunications: John Wiley & Sons.
Siegel, J., Dubrovsky, V., Kiesler, S., & McGuire, T. W. (1986). Group processes in computer-mediated communication. Organizational Behavior and Human Decision Processes, 37(2), 157-187.
Silge, J., & Robinson, D. (2017). Text mining with R: A tidy approach: " O'Reilly Media, Inc.".
Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, 75, 985-996.
Stern, B. B., Russell, C. A., & Russell, D. W. (2007). Hidden persuasions in soap operas: Damaged heroines and negative consumer effects. International Journal of Advertising, 26(1), 9-36.
StreamElements. (2019). StreamElements & Arsenal.gg Present State of the Stream 2019 The Year in Review. Retrieved from https://cdn.streamelements.com/static/State-of-Stream-2019.pdf
Thompson, D., & Filik, R. (2016). Sarcasm in written communication: Emoticons are efficient markers of intention. Journal of computer-mediated communication, 21(2), 105-120.
Thorbjørnsen, H., & Supphellen, M. (2004). The impact of brand loyalty on website usage. Journal of Brand Management, 11(3), 199-208.
Tsiotsou, R. H. (2015). The role of social and parasocial relationships on social networking sites loyalty. Computers in Human Behavior, 48, 401-414.
Van der Heijden, H. (2003). Factors influencing the usage of websites: the case of a generic portal in The Netherlands. Information & Management, 40(6), 541-549.
Venkatesh, V., & Johnson, P. (2002). Telecommuting technology implementations: a within‐and between‐subjects longitudinal field study. Personnel Psychology, 55(3), 661-687.
Walther, J. B. (1992). Interpersonal effects in computer-mediated interaction: A relational perspective. Communication Research, 19(1), 52-90.
Wenger, E. (1998). Communities of practice: Learning as a social system. Systems thinker, 9(5), 2-3.
Wulf, T., Schneider, F. M., & Beckert, S. (2020). Watching players: An exploration of media enjoyment on Twitch. Games and culture, 15(3), 328-346.
Yen, C. (2016). How to unite the power of the masses? Exploring collective stickiness intention in social network sites from the perspective of knowledge sharing. Behaviour & Information Technology, 35(2), 118-133.
Yoo, Y., & Alavi, M. (2001). Media and group cohesion: Relative influences on social presence, task participation, and group consensus. MIS quarterly, 371-390.
Zhu, D. H., & Chang, Y. P. (2014). Understanding motivations for continuance intention of online communities in China: A comparison of active users of social networking sites and virtual communities. Information Development, 30(2), 172-180.
Zott, C., Amit, R., & Donlevy, J. (2000). Strategies for value creation in e-commerce:: best practice in Europe. European Management Journal, 18(5), 463-475.
電子全文 Fulltext
本電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。
論文使用權限 Thesis access permission:自定論文開放時間 user define
開放時間 Available:
校內 Campus: 已公開 available
校外 Off-campus: 已公開 available


紙本論文 Printed copies
紙本論文的公開資訊在102學年度以後相對較為完整。如果需要查詢101學年度以前的紙本論文公開資訊,請聯繫圖資處紙本論文服務櫃台。如有不便之處敬請見諒。
開放時間 available 已公開 available

QR Code