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請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/87099
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dc.contributor.advisor柯冠州zh_TW
dc.contributor.advisorKuan-Chou Koen
dc.contributor.author呂蕙安zh_TW
dc.contributor.authorHuei-An Luen
dc.date.accessioned2023-05-05T17:30:21Z-
dc.date.available2023-11-09-
dc.date.copyright2023-05-05-
dc.date.issued2023-
dc.date.submitted2023-02-09-
dc.identifier.citationAbt, C. C. (1970). Serious games. University press of America.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/87099-
dc.description.abstractnonezh_TW
dc.description.abstractSerious games are designed for purposes beyond pure entertainment, increasingly applied to a broad spectrum of fields in recent years. Notably, much of the research has focused on the effectiveness of serious games in for-profit organizations to engage stakeholders for specific purposes; however, the effects of serious games in the nonprofit sector to engage supporters for prosocial purposes is understudied. Besides, only some studies have empirically tested the effects of serious games on prosocial behavior and attitude changes. Nevertheless, the results were inconsistent, and the knowledge of the underlying mechanism is scant. The present study aimed to understand serious games' effects on low-cost and high-cost prosocial intentions toward people with disabilities and the psychological process that mediates their relationship. Findings from a one-factor (serious board game vs. online text-reading) between-subjects experiment among 101 undergraduate participants revealed that game players expressed significantly greater low-cost prosocial intentions than text readers, and the effect was partially mediated by empathy. On the contrary, serious games had no effect on and even decreased high-cost prosocial intentions since the perceived costs of helping are relatively high, which directed people’s concern for others in need toward self-focused concern.en
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dc.description.tableofcontentsAcknowledgment……………………………………………………………………....…....i
Abstract…………………………………………………………………………..………....ii
Table of Contents…………………………………………………………………..……....iii
List of Figures……………………………………………………………………...……….v
List of Tables……………………………………………………………….….….…....…..vi
Chapter 1: Introduction……………………………………………………………….…...1
1.1 Background and Motivation……………………………………...…….…………..1
1.2 Research Problem……………………………………………...……….…………..1
1.3 Research Objectives……………………………………………...……………..…..3
1.4 Structure of The Research………………………………………...……...……..…..3
Chapter 2: Literature Review…………………………………………...……..……...….4
2.1 Design of Serious Game……………………………………………………….....…4
2.2 Adoption of Serious Game………………………………………………...…..…....5
2.3 Serious Game and Learning………………………………………...………..……..7
2.4 The Different Learning Objectives Between For-Profit Organizations and NPOs….8
2.5 The Potential of The Game Environment…………………………………..……….9
Chapter 3: Hypotheses………..………………………………...…………………….…..12
3.1 Empathy and Prosocial Behavior………………..……………...……………..…..12
3.2 Serious Game and Prosocial Behavior………….……………………………..…..13
3.3 The Mediating Role of Empathy……………………………………...……..…….15
Chapter 4: Empirical Study………………………………………...……………..……...17
4.1 Participants……………………………………………...………………….…..…17
4.2 Board Game The Journey……………………………………………….…....……17
4.3 Procedure………………………………………………...……………….……….20
4.4 Measures……………………………………………………………….………….22
4.5 Analyses and Results…………………………………………………….………..25
4.6 Discussion……………………………...……………………………….………...31
Chapter 5: General Discussion………………………………………………….………..32
5.1 Summary of Findings…………………………………...………………….….…..32
5.2 Theoretical Contribution…………………………………………...……..…….…35
5.3 Implication for Practices……………………………………………...……..…….35
5.4 Limitations and Future Directions……………………………………….....…..…36
References………………………………………………...………………………....….…39
Appendices………………………………………………………………………………...52
Appendix 1: Text-Reading Material
Appendix 2: Post-questionnaire of the Experimental Group
Appendix 3: Post-questionnaire of the Control Group
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dc.language.isoen-
dc.subjectnonezh_TW
dc.subjectreinforcementen
dc.subjectserious gamesen
dc.subjectempathyen
dc.subjectprosocial intentionsen
dc.subjectcost of helpingen
dc.title桌遊作為嚴肅遊戲的媒介對助人意向的影響zh_TW
dc.titleThe Board Game as a Medium to Initiate a Serious Game Will Be Effective for Prosocial Intentionsen
dc.typeThesis-
dc.date.schoolyear111-1-
dc.description.degree碩士-
dc.contributor.oralexamcommittee林嘉薇;林日璇zh_TW
dc.contributor.oralexamcommitteeChia-Wei Lin;Jih-Hsuan Linen
dc.subject.keywordnone,zh_TW
dc.subject.keywordserious games,empathy,prosocial intentions,cost of helping,reinforcement,en
dc.relation.page63-
dc.identifier.doi10.6342/NTU202300170-
dc.rights.note同意授權(全球公開)-
dc.date.accepted2023-02-13-
dc.contributor.author-college管理學院-
dc.contributor.author-dept企業管理碩士專班-
顯示於系所單位:管理學院企業管理專班(Global MBA)

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