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  1. NTU Theses and Dissertations Repository
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請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/74042
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dc.contributor.advisor柯冠州
dc.contributor.authorI-Hsin Hoen
dc.contributor.author何亦昕zh_TW
dc.date.accessioned2021-06-17T08:17:47Z-
dc.date.available2019-08-18
dc.date.copyright2019-08-18
dc.date.issued2019
dc.date.submitted2019-08-14
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/74042-
dc.description.abstract隨著電競的蓬勃發展,電競市場的總營收、觀看人口都有大幅成長。然而電競環境中充斥著許多流行語、迷因及特別的消費者行為,這些文化內容皆無法透過數字呈現及瞭解。因此,本研究透過消費者文化理論,以質性研究的方式,採用紮根理論深入探索台灣的英雄聯盟社群。
資料收集包含了22位社群成員的訪談以及14個月的田野觀察,田野觀察的地點包含了線上社群、線上實況頻道以及線下比賽現場。將英雄聯盟社群下的人物透過觀察到的行為分類,將其歸納出創造者、播報員、紀錄者、轉貼者、接收者及再創造者六種不同角色,並辨認不同角色的行為如何地去幫助集體認同的形成,最後整理出一個以角色互動形成社群集體認同的模型。除此之外,本研究也額外關注集體認同形成要素中的集體記憶,探索不同社群下的集體記憶及集體認同差異。
zh_TW
dc.description.abstractThe growth of the eSports industry is strong in terms of the increasing market values and number of eSports communities emerged. However, neither the academic researchers nor industrial experts fully understand how the communities of eSports have been formed and why they emerged. In addition, there are many jargons, memes, and special consumer behaviors in the eSports communities, which have not been investigated.
To explore the phenomenon of eSports communities, this research applied consumer culture theory and grounded theory. This research explored the League of Legends (LOL) community in Taiwan. Field notes from 14-months fieldwork in online communities, in online stream channels, at live games and 22 interviews with LOL fans were collected as the research data. This research classified six characters including the creator, broadcaster, recorder, reposter, receiver, and re-creator in the LOL community. It developed a conceptual framework to describe how these characters interacted with each other in the community and identified their specific behaviors as the component of the collective identity of Taiwanese LOL community. Besides, this research also focused on the community’s collective memory to explore how Taiwanese LOL community differs from LOL communities in other countries.
en
dc.description.provenanceMade available in DSpace on 2021-06-17T08:17:47Z (GMT). No. of bitstreams: 1
ntu-108-R06741010-1.pdf: 2957709 bytes, checksum: 4966d55382913cc1e5b7567f7a903e99 (MD5)
Previous issue date: 2019
en
dc.description.tableofcontents摘要 I
ABSTRACT II
CONTENTS III
LIST OF FIGURES IV
LIST OF TABLES V
1.Introduction 1
2.Literature review 4
2.1.Community and collective identity 5
2.2.Collective memory 8
3.Methods 17
3.1.Field sites 18
3.2.Interview 19
3.3.Data analysis 20
4.Findings 24
4.1.Creator 26
4.2.Storyteller 31
4.2.1.Broadcaster 32
4.2.2.Recorder 37
4.2.3.Reposter 40
4.3.Receiver 44
4.4.Re-creator 52
4.5.Collective memory 57
5.Discussion 62
5.1.Limitations and future directions 64
6.Reference 66
7.Appendix – Table of Coding Rules 71
dc.language.isoen
dc.title透過集體認同建構社群–以消費者文化理論探索台灣電競社群為例zh_TW
dc.titleConstructing the local eSports community through the formation of the collective identity: A consumer culture theory study in Taiwanen
dc.typeThesis
dc.date.schoolyear107-2
dc.description.degree碩士
dc.contributor.oralexamcommittee練乃華,陳瑀屏
dc.subject.keyword電競,英雄聯盟,虛擬社群,集體認同,集體記憶,消費者文化理論,紮根理論,zh_TW
dc.subject.keywordeSports,League of Legends,Virtual community,Collective identity,Collective memory,Consumer culture theory,Grounded theory,en
dc.relation.page77
dc.identifier.doi10.6342/NTU201903017
dc.rights.note有償授權
dc.date.accepted2019-08-14
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept商學研究所zh_TW
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