English  |  正體中文  |  简体中文  |  Items with full text/Total items : 52047/87178 (60%)
Visitors : 8680044      Online Users : 70
RC Version 7.0 © Powered By DSPACE, MIT. Enhanced by NTU Library & TKU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: http://tkuir.lib.tku.edu.tw:8080/dspace/handle/987654321/34163

    Title: 從結構理論詮釋線上遊戲經營者與玩家的行為
    Other Titles: Adopt structure theory to interpret the behavior of online-game industrialist and users
    Authors: 張錦洲;Chang, Chin-chou
    Contributors: 淡江大學資訊管理學系碩士班
    游佳萍;Yu, Chia-ping
    Date: 2005
    Issue Date: 2010-01-11 04:59:17 (UTC+8)
    Abstract: 網路世界從BBS、WWW乃至現今網路事業最為發達的線上遊戲,它們皆創造了一個又一個的「虛擬社群」。隨著使用者的大量增加,虛擬社群如同真實世界的社群,分享某些共同的經驗、語言、符號,甚至儀式等文化規範,包括對話的方式、社群的建立與認同、言語和行動之間的關連等。
    本研究將以結構理論為基礎,探討玩家及經營者行為之間的互動關係。研究問題有二: 第一、經營者有哪些行為會影響玩家?第二、玩家如何對經營者的行為做出反應?我們將透過訪談方與觀察法進行資料收集。抽樣對象以目前國內最大遊戲廠商智冠科技股份有限公司為研究對象,線上遊戲玩家則以「仙境傳說」以及「金庸群俠傳」的遊戲使用者為研究對象。
    Through network, people create their relationship, social life and their unique virtual community. The most special case is the virtual community for on-line game players. These players engage these fantastic games and build a virtual community when they have common experiences, share relevant resource, and support each other like a reality team.
    In order to investigate virtual communities of on-line game industry, this study examines interpretive, resource, norm of on-line game industry based on structure theory. Two questions guide this study: (1) how does the on-line game company to make the strategies? (2) how do these players’ reaction re-influence producers’ strategies?
    Our study adopt interview to collect data from on-line game participants. Our target sample is the most popular on-line game in Taiwan, and subjects are this game’s players and company stuffs. There are four findings in our study: first, this game company would reform from the game producer becomes the game services provider. Second, richness cyber membership keeps players enjoying the on-line game life day by day. Third, a lack of smooth and structured communication between the industries and players leads conflicts among them. Finally, from players’ aspect, the image of this on-line game company is the game producer but it is not a qualify services provider.
    There are two contributions of this study. First, we used structured theory to capture the behaviors of on-line game company and players, and describe the interaction and conflict between them. Second, our findings provide the suggestions for the management and implication of on-line game community.
    Appears in Collections:[資訊管理學系暨研究所] 學位論文

    Files in This Item:

    File SizeFormat

    All items in 機構典藏 are protected by copyright, with all rights reserved.

    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library & TKU Library IR teams. Copyright ©   - Feedback