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篇名
電競遊戲玩家的團隊合作效能、合作行為對於遊戲獲勝率之關係
並列篇名
The Relationship Between Teamwork Efficacy and Cooperation Behavior of eSports Game Players
作者 洪榮昭葉建宏 (Jiann-Horng Yeh)葉貞妮 (Jhen-Ni Ye)
中文摘要
社會相互依賴理論被用來解釋團隊活動中的合作行為模式,當人們感知到與密切的團隊合作能為目標帶來正向結果時,將產生良好的相互依賴行為,然而,此相互依賴具有級距特質,但在過去的研究中較少被提出討論。故本研究基於高度團隊合作的多人線上戰鬥競技場遊戲情境中,探討團隊合作效能、三種類型的合作行為、遊戲獲勝率之間的關係。本研究的參與者來自中國大陸《王者榮耀》的玩家,有效的研究參與者為228人,有效回收率為82.6%,男生為122人(53.5%),女生為106人(46.5%)。回收數據經由信、效度檢驗後,進行研究模式驗證,研究結果顯示:一、團隊合作效能與獨立行動呈現負相關,與被動合作及主動合作呈現正相關;二、獨立行動與遊戲獲勝率呈現負相關;三、被動合作與遊戲獲勝率呈現無相關;四、主動合作與遊戲獲勝率呈現正相關。從上述結果可知,僅有主動的合作行為方式才能帶來更高的遊戲獲勝率。
英文摘要
Social interdependence theory is used to explain the cooperative behavior pattern in team activities. When people perceive that close teamwork can bring positive results to meet their goals, they will produce good interdependence behavior. This interdependence has distance characteristics. However, past studies has rarely discussed this issue. Therefore, this study explores the relationship between team cooperation effectiveness, three types of cooperative behaviors, and game winning rates in the context of a highly team-based MOBA game. Participants in this study were players from Honors of Kings in China. 228 (82.6%) participants participated in this study, 122 were males (53.5%) and 106 were females (46.5%). After reliability and validity test of the data, the research model was verified, and the research results showed that: (1) Teamwork efficacy was negatively correlated with independent actions, and positively correlated with passive and active cooperation; (2) Independent action was negatively correlated with the game winning rate; (3) Passive cooperation has no correlation with the game winning rate; (4) Active cooperation was positively correlated with the game winning rate. It can be seen from the above results that only active cooperative behavior can bring higher game win rate.
起訖頁 149-176
關鍵詞 合作行為多人線上戰鬥競技場社會相互依賴理論遊戲獲勝率團隊合作效能cooperative behaviormultiplayer online battle arenasocial interdependence theorygame win rateteamwork efficacy
刊名 數位學習科技期刊  
期數 202110 (13:4期)
出版單位 數位學習科技期刊編審委員
該期刊-上一篇 以英文為第二外語的臺灣大學生作為回饋者與接受者進行線上同儕回饋之探究
 

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