博碩士論文 109421017 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:23 、訪客IP:18.116.51.45
姓名 諶建安(Chien-An Chen)  查詢紙本館藏   畢業系所 企業管理學系
論文名稱 開啟虛擬浪潮的流量密碼: VTuber社群粉絲的創造力來源
相關論文
★ 工作滿足、領導行為、工作特性與人格特質對離職傾向之探討-以超大型會計師事務所審計人員為例★ 以組織診斷模型診斷企業組織層級架構-以某公司為例
★ 科技產業組織診斷與分析之研究-以Q公司為例★ 製造業推行六標準差的成功關鍵因素探討
★ 高職辦理輪調式建教班對學校經營績效之評估-以北區私立高職為例★ 本國商業銀行經營績效之探討-資料包絡分析法之應用
★ 台灣中小企業 創業動機與創業績效關係之研究★ 員工當責與真誠領導之關聯性-以心理賦權與團隊凝聚力為中介變數
★ 以個人與環境適配為關鍵中介探討特定品牌領導對員工品牌權益之影響★ 道德感讓你買更多綠色產品?從消費者產品知覺價格及品質角度來探討—以綠色程度做調節
★ 線上品牌社群該如何提升與粉絲的價值共創?以線上品牌社群活動與線下實體活動為中介變數探討★ 農業創新服務模式之商業模式研究-以蜂巢數據科技有限公司為例
★ 燈⽕闌珊處的求職旅程:如何透 過⼯作價值觀、雇主吸引⼒、激 勵因⼦為求職者點亮路徑★ 購買意願的幕後功臣:Instagram大小網紅的 自我揭露對消費者自我一致性與感知真實的影響
★ 中小企業之組織診斷與分析-以A公司為例★ 高科技產業人力資源發展與組織績效之研究-以新竹科學園區為例
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   至系統瀏覽論文 ( 永不開放)
摘要(中) 自 2016 年以來 VTuber 興起,全球各地 VTuber 粉絲迅速增長,許多人喜歡在
Youtube、Twitch 等各大直播平台上觀看 VTuber 直播,使 VTuber 在直播平台上的存在
感甚至快超過真人實況主,同時也越來越多 VTuber 粉絲會加入 VTuber 的社群與粉絲
團。有別於過去一般常見的明星網紅的社群與粉絲團,在 VTuber 社群裡,許多
VTuber 粉絲會從直播、社群等地方獲取 VTuber 的相關訊息,透過訊息的累積來引發
粉絲的創造力,嘗試繪畫有關 VTuber 虛擬形象的二次創造、VTuber 迷因、VTuber 梗
圖等,並上傳到 VTuber 社群與其他粉絲分享與討論,形成 VTuber 社群裡獨特的交流
方式。因此 VTuber 社群粉絲的創造力來源與其影響是值得探討的研究議題。然而,過
去有關創造力的相關研究主要是注重於在職場上如何影發員工的創造力,卻很少有關
使用者參與社交媒體的動機而引發創造力的研究,此外由於過於注重於如何引發創造
力,導致創造力的影響力的相關研究也非常少人去探討。因此,本研究期望透過使用
與滿足理論來了解 VTuber 粉絲加入 VTuber 社群的動機,以探討社交媒體參與動機對
創造力的影響,同時探究創造力是否能促進 VTuber 粉絲對 VTuber 社群的使用者參
與,進而影響 VTuber 粉絲的感知價值。本研究應用使用與滿足理論、使用者參與觀點
與感知價值理論,來探討 VTuber 粉絲的創造力來源與影響力,以為社交媒體與虛擬社
群的研究領域,提供完整地理論架構並建立實證基礎。
計畫中文關鍵詞: 使用與滿足理論、創造力、使用者參與、感知價值、社交媒體、虛擬
社群、粉絲團、VTuber、虛擬直播主、直播、動機
摘要(英) Since the rise of VTuber in 2016, the number of VTuber fans around the world are growing
rapidly. Many people like to watch VTuber live on Youtube, Twitch and other major live
streaming platforms, making VTuber′s influence on live streaming platforms even greater than
that of tangible live hosts. At the same time, more and more VTuber fans join VTuber’s
community and fan clubs. Unlike the communities and fan clubs of Internet celebrity, many
fans in the VTuber community could obtain VTuber-related information from live streaming
and social communities. By the accumulation of these information, the creativity of fans burst
into an attempt of secondary creations upon VTuber images, VTuber stories, VTuber stems, etc.
Fans then upload their creations to the VTuber community to share and discuss with other fans,
forming a unique way of communication in the VTuber community. Therefore, the source of
creativity and the influence of VTuber social fans is an intriguing research topic. However, in
the past, research on creativity has focused mainly on how to trigger the creativity of employees
in the workplace. Little has been conducted on the motivation of users to participate in social
media to trigger creativity, and fewer has been conducted on the impact of creativity because
of the focus on how to trigger creativity. Hence, this study aims to understand the motivation
of VTuber fans join the VTuber community through the Uses and Gratifications theory, to
explore the effect of social media participation motivation on creativity and to investigate
whether creativity can promote the user participation behavior of VTuber fans in the VTuber
community which in turn affects the perceived value of VTuber fans. This study applies Uses
and Gratifications theory, creativity, user participation perspective, and perceived value theory
to explore the sources of creativity and influence of VTuber fans, to provide a complete
geographic framework, and to establish an empirical foundation for the research field of social
media and virtual communities.
Keywords: Uses and Gratifications、Creativity、User Participation、Perceived Value、Social
Media、Virtual Community、Fan Club、VTuber、Virtual Live Streamer、Live Streaming、
Motivation
關鍵字(中) ★ 使用與滿足理論
★ 創造力
★ 使用者參與
★ 感知價值
★ 社交媒體
★ 虛擬社群
★ 粉絲團
★ VTuber
★ 虛擬直播主
★ 直播
★ 動機
關鍵字(英) ★ Uses and Gratifications
★ Creativity
★ User Participation
★ Perceived Value
★ Social Media
★ Virtual Community
★ Fan Club
★ VTuber
★ Virtual Live Streamer
★ Live Streaming
★ Motivation
論文目次 目錄
摘要.............................................................................................................................................i
Abstract.......................................................................................................................................ii
致謝辭.......................................................................................................................................iii
目錄...........................................................................................................................................iv
圖目錄.......................................................................................................................................vi
表目錄......................................................................................................................................vii
一、緒論....................................................................................................................................1
1-1 研究背景與目的.......................................................................................................1
1-2 研究動機與預期貢獻...............................................................................................6
二、文獻探討............................................................................................................................9
2-1 創造力.....................................................................................................................10
2-2 使用與滿足理論.....................................................................................................12
2-2-1 娛樂 .......................................................................................................13
2-2-2 尋求地位 ...............................................................................................14
2-2-3 社交互動 ...............................................................................................15
2-2-4 社交支持 ...............................................................................................15
2-2-5 尋求訊息 ...............................................................................................16
2-2-6 社交焦慮 ...............................................................................................17
2-3 使用者參與.............................................................................................................17
2-3-1 內容貢獻 ...............................................................................................18
2-3-2 社群參與 ...............................................................................................19
2-3-3 社群使用 ...............................................................................................19
2-3-4 使用者參與和創造力的關係 ...............................................................20
2-4 感知價值.................................................................................................................21
2-4-1 內容貢獻和感知價值關係 ...................................................................22
2-4-2 社群參與和感知價值關係 ...................................................................22
2-4-3 社群使用和感知價值關係 ...................................................................22
三、研究方法..........................................................................................................................24
3-1 研究對象與樣本發放.............................................................................................24
3-2 問卷設計.................................................................................................................25
3-3 變量衡量方式.........................................................................................................25
3-3-1 使用與滿足理論 ...........................................................................................25
3-3-1-1 娛樂 ....................................................................................................26
3-3-1-2 尋求訊息 ............................................................................................26
3-3-1-3 尋求地位 ............................................................................................27
3-3-1-4 社交互動 ............................................................................................28
3-3-1-5 社交支持 ............................................................................................28
3-3-1-6 社交焦慮 ............................................................................................29
3-3-2 創造力 ...........................................................................................................30
3-3-3 使用者參與 ...................................................................................................30
3-3-4 感知價值 .......................................................................................................32
3-4 控制變數.................................................................................................................33
v
3-5 分析方法.................................................................................................................33
3-5-1 敘述性統計與相關分析 ...............................................................................33
3-5-2 因素分析 .......................................................................................................34
3-5-3 單因子獨立樣本分析 ...................................................................................34
3-5-4 信度分析 .......................................................................................................35
3-5-5 效度分析 .......................................................................................................35
3-5-6 共同方法變異控制 .......................................................................................35
3-5-7 結構方程模型分析 ........................................................................................36
四、資料分析與研究結果......................................................................................................37
4-1 問卷法.....................................................................................................................37
4-1-1 敘述性統計分析 ...........................................................................................37
4-1-2 變數之敘述性統計分析 ...............................................................................38
4-1-3 單因子獨立樣本分析 ...................................................................................38
4-1-3-1 不同性別對感知價值的研究構面....................................................39
4-1-3-2 不同年齡對感知價值的研究構面....................................................39
4-1-3-3 不同教育程度對感知價值的研究構面............................................39
4-1-3-4 不同收入對感知價值的研究構面....................................................40
4-1-3-5 不同參與 VTuber 社群的平台對感知價值的研究構面..................40
4-2 相關分析.................................................................................................................41
4-3 信度分析.................................................................................................................43
4-4 建構效度分析.........................................................................................................43
4-4-1 收斂效度 .......................................................................................................43
4-4-2 區別效度 .......................................................................................................46
4-5 共同方法變異分析.................................................................................................48
4-5-1 結構方程模型 ...............................................................................................48
4-5-1-1 結構模式擬合度................................................................................48
4-5-1-2 路徑係數分析 ....................................................................................49
五、結論與建議......................................................................................................................52
5-1 研究結果.................................................................................................................52
5-1-1 動機與創造力比較 ...............................................................................52
5-1-2 創造力與使用者參與比較 ....................................................................55
5-1-3 使用者參與感知價值比較 ....................................................................56
5-2 研究發現....................................................................................................................58
5-3 研究貢獻.................................................................................................................60
5-3-1 VTuber 粉絲感知社群價值之可能歷程 .......................................................60
5-3-2 四種促發 VTuber 粉絲創造力的動機 .........................................................61
5-3-3 激發創造力對 VTuber 粉絲使用者參與行為的影響 .................................63
5-3-4 引發 VTuber 粉絲感知社群價值的三種參與行為 .....................................65
5-4 實務建議.................................................................................................................66
5-5 研究限制與後續研究建議.....................................................................................69
參考文獻..................................................................................................................................71
一、網路資料..................................................................................................................71
二、英文文獻..................................................................................................................71
附錄一、研究問卷..................................................................................................................87
參考文獻 參考文獻
一、網路資料
2022 網紅行銷趨勢報告書, 2022.
取自: https://www.inside.com.tw/article/26875-ikala-2022-kol-report
40 天就能破百萬訂閱!紅遍全球的 VTuber 到底是什麼?,網路溫度計, 2020.
取自: https://dailyview.tw/popular/detail/9324
User Local VTuber 排行榜, 2021. 取自: https://virtual-youtuber.userlocal.jp/document/ranking
上班族年薪都被它打敗!不是真人、只靠聲音的 VTuber 為何能竄紅?, READr 讀+, 2021.
取自: https://tw.news.yahoo.com/上班族年薪都被它打敗-不是真人-只靠聲音的-vtuber為何能竄紅-103221387.html
中華電信也瘋 VTuber!比 KOL 互動率更高,3 款軟體輕鬆打造自己的品牌代言人,數位時
代,2020. 取自: https://www.bnext.com.tw/article/56400/vtuber
太神啦!Ironmouse 成 Twitch 訂閱數最高女實況主, 2022.
取自:https://tw.news.yahoo.com/太神啦-ironmouse-成-twitch-訂閱數最高女實況主083045316.html?msclkid=84f13e32cf6111ec9cdbcb7d977c1e4f
陳順宇. (2005). 多變量分析. 台北:華泰.
二、英文部分
Acar, S., Neumayer, M., & Burnett, C. (2019). Social media use and creativity: exploring the
influences on ideational behavior and creative activity. Journal of Creative Behavior, 55(1), 39-
52.
Ahmad, N., Ullah, Z., AlDhaen, E., Han, H., & Scholz, M. (2022). A CSR perspective to foster
employee creativity in the banking sector: The role of work engagement and psychological safety.
Journal of Retailing and Consumer Services, 67, 102968.
Al-Rahmi, W. M., Alias, N., Othman, M. S.,Marin, V., & Tur, G. (2018). A model of factors affecting
learning performance through the use of social media in malaysian higher education. Computers
& Education, 121, 59-72.
72
Amabile, T., Conti, R., & Coon, H. (1996). Evidence to support the componential model of creativity:
Secondary analyses of three studies. Creativity Research Journal, 9(4), 385-389.
Amabile, T., Conti, R., Coon, H., Lazenby, J., & Herron, M. (1996). Assessing the work environment
for creativity. Academy of Management Journal, 39(5), 1154-1184.
Amabile, T., Schatzel, E., Moneta, G., & Kramer, S. (2004). Leader behaviors and the work
environment for creativity: Perceived leader support. Leadership Quarterly, 15(1), 5-32.
Apuke, O. D.& Omar, B. (2021). Fake news and COVID-19: modelling the predictors of fake news
sharing among social media users. Telematics and Informatics, 56, 101475.
Arkin, R. M., Lake, E. A., & Baumgardner, A. H. (1986). Shyness and self-presentation. In Shyness,
189-203. US: Springer.
Barron, H. (1963). Entitled to power - farm women and technology, 1913-1963 - jellison,k. Journal
of Interdisciplinary History, 26(2), 347-348.
Bhattacharya, H., & Dugar, S. (2014). Partnership formation: the role of social status. Management
Science, 60(5), 1130-1147.
Bousinakis, D., Halkos, G. (2021). Creativity as the hidden development factor for organizations and
employees. Economic Analysis and Policy, 71, 645-659.
Buote, V. M., Wood, E., & Pratt, M. (2009). Exploring similarities and differences between online
and offline friendships: The role of attachment style. Computers in Human Behavior, 25(2), 560-
567.
Cassidy, J. (1999). The nature of a child′s ties. U: J. Cassidy i PR Shaver (Ur.), Handbook of
attachment: Theory, research, and clinical applications (str. 3-20).
Chang, Y. P., & Zhu, D. H. (2011). Understanding social networking sites adoption in China: A
comparison of pre-adoption and post-adoption. Computers in Human Behavior, 27(5), 1840-
1848.
Chang, Y., Hou, R. J., Wang, K., Cui, A. P., & Zhang, C. B. (2020). Effects of intrinsic and extrinsic
motivation on social loafing in online travel communities. Computers in Human Behavior, 109.
73
Chen, S. C., & Lin, C. P. (2019). Understanding the effect of social media marketing activities: The
mediation of social identification, perceived value, and satisfaction. Technological Forecasting
and Social Change, 140, 22-32.
Chen, X., Jiao, C., Ji, R. & Li, Y. (2021). Examining Customer Motivation and Its Impact on Customer
Engagement Behavior in Social Media: The Mediating Effect of Brand Experience. Sage Open,
11(4), 21582440211.
Cheung, C. K., & Lee, M. O. (2009). Understanding the sustainability of a virtual community: model
development and empirical test. Journal of Information Science, 35(3), 279-298.
Cheung, C. M. K., & Lee, M. K. O (2009). Understanding the sustainability of a virtual community:
model development and empirical test. Journal of Information Science, 35(3), 279-298.
Chien, S. Y., Yang, A. J. F., Huang, Y. C. (2021). Hotel frontline service employees’ creativity and
customer-oriented boundary-spanning behaviors: The effects of role stress and proactive
personality. Journal of Hospitality and Tourism Management, 47, 422-430.
Cocosila, M., & Igonor, A. (2014). How important is the "social" in social networking? A perceived
value empirical investigation. Information Technology & People, 28(2), 366-382.
Cuming, S., & Rapee, R. M. (2010). Social anxiety and self-protective communication style in close
relationships. Behaviour Research and Therapy, 48(2), 87-96.
Cuming, S., & Rapee, R. M. (2010). Social anxiety and self-protective communication style in close
relationships. Behaviour Research and Therapy, 48(2), 87-96.
Cutrona, C. E., & Russell, D. W. (1990). Type of social support and specific stress: Toward a theory
of optimal matching. In B. R. Sarason, I. G. Sarason, & G. R. Pierce (Eds.), Social support: An
interactional view, (pp. 319–366).
Davis, F. D. (1992). Extrinsic and intrinsic motivation to use computers in the workplace. Journal of
Applied Social Psychology, 22, 1111-1132.
74
De Jonge, J., Gevers, J., & Dollard, M. (2014). Managing employee creativity and health in nursing
homes: The moderating role of matching job resources and matching occupational rewards.
International Journal of Stress Management, 21(4), 361-383.
Deng, L., Wang, L., & Zhao, Y. (2016). How creativity was affected by environmental factors and
individual characteristics: A cross-cultural comparison perspective. Creativity Research Journal,
28(3), 357-366.
Dessart, L., & Veloutsou, C. (2021). Augmenting brand community identification for inactive users:
a uses and gratification perspective. Journal of Research in Interactive Marketing, 15(3), 361-
385.
Dholakia, R. & Kshetri, N. (2004). Factors impacting the adoption of the Internet among SMEs. Small
Business Economics, 23(4), 311-322.
Dholakia, U., Bagozzi, R., & Pearo, L. (2004). A social influence model of consumer participation in
network- and small-group-based virtual communities. International Journal of Research in
Marketing, 21(3), 241-263.
Dholakia, U., Bagozzi, R., & Pearo, L. (2004). A social influence model of consumer participation in
network-and small-group-based virtual communities. International Journal of Research In
Marketing, 21(3), 241-263.
Dong, Y., Bartol, K. M., & Zhang, Z. X. (2016). Enhancing employee creativity via individual skill
development and team knowledge sharing: Influences of dual-focused transformational
leadership. Journal Of Organizational Behavior, 38(3), 439-458.
Du, J., Ma, E., Cabrera, V., & Jiao, M. (2021). Keep your mood up: A multilevel investigation of
hospitality employees’ positive affect and individual creativity. Journal of Hospitality and
Tourism Management, 48, 451-459.
Dunbar, R. L., Dingel, M. J., Dame, L. F., Winchip, J., & Petzold, A. M. (2016). Student social selfefficacy, leadership status, and academic performance in collaborative learning environments.
Studies in Higher Education, 43(9), 1507-1523.
75
Ekvall, G., & Ryhammar, L. (1999). The creative climate: Its determinants and effects at a Swedish
university. Creativity Research Journal, 12(4), 303-310.
Ferguson, D. A., & Perse, E. M. (2000). The world wide web as a functional alternative to television.
Journal of Broadcasting & Electronic Media, 44(2), 154-174.
Friesen, G. B. (2004). Redefining B2C: From ′business to consumer′ to ′building toward community′.
Consulting to Management, 15(1), 21-26.
Gan, C. (2017). Understanding wechat users′ liking behavior: An empirical study in china. Computers
in Human Behavior, 68, 30-39.
Gan, C., & Li, H. (2018). Understanding the effects of gratifications on the continuance intention to
use WeChat in China: A perspective on uses and gratifications. Computers in Human Behavior,
78, 306-315.
Ghasemaghaei. M., & Hassanein, K. (2015). Online information quality and consumer satisfaction:
The moderating roles of contextual factors – A meta-analysis. Information & Management, 52,
965-981.
Gibbs, J., Kim, H., & Ki, S. (2016). Investigating the role of control and support mechanisms in
members′ sense of virtual community. Communication Research, 46(1), 117-145.
Goldberg, L. R. (1981). Language and Individual Differences: The Search For Universals in
Personality Lexicons. Review of personality and social psychology, 2(1), 141-165.
Gulzar, M. A., Ahmad, M., Hassan, M., & Rasheed, M. I. (2021). How social media use is related to
student engagement and creativity: investigating through the lens of intrinsic motivation.
Behaviour & Information Technology, 40, 1-11.
Gulzar, M. A., Ahmad, M., Hassan, M., & Rasheed, M. I. (2021). How social media use is related to
student engagement and creativity: investigating through the lens of intrinsic motivation.
Behaviour & Information Technology, 25, 1-11.
76
Guo, j., & Li, L. (2022). Exploring the Relationship Between Social Commerce Features and
Consumers’ Repurchase Intentions: The Mediating Role of Perceived Value. Frontiers in
Psychology, 12, 775056.
Hamari, J., & Sjoblom, M. (2017). What is eSports and why do people watch it? Internet Research,
27(2), 211-232.
Han, J., Jun, M., & Kim, M. (2019). Impact of online community engagement on community loyalty
and social well-being. Social Behavior and Personality, 47(1), 1-8.
Hartmann, B. J., & Wiertz, C., & Arnould, E. J. (2015). Exploring consumptive moments of valuecreating practice in online community. Psychology & Marketing, 32(3), 319-340.
Hilvert-Bruce, Z., Neill, J., Sjoblom, M., & Hamari, J. (2018). Social motivations of live-streaming
viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67.
Holbrook, M. B., & Hirschman, E. C. (1982). The experiential aspects of consumption: consumer
fantasies, feelings and fun. Journal of Consumer Research, 9, 132-140.
Hong, J. C., Hwang, M. Y., Hsu, C. H., Tai, K. H., & Kuo, Y. C. (2015). Belief in dangerous virtual
communities as a predictor of continuance intention mediated by general and online social
anxiety: The facebook perspective. Computers in Human Behavior, 48, 663-670.
Hsu, C. L., & Lin, J. C. C. (2019). Antecedents and gains of user participation in social media in
Taiwan. Technology in Society, 61, 101243.
Hu, M., Zhang, M., & Luo, N. (2016). Understanding participation on video sharing communities:
The role of self-construal and community interactivity. Computers in Human Behavior, 62, 105-
115.
Hung, S. W., & Cheng, M. J. (2013). Are you ready for knowledge sharing? An empirical study of
virtual communities. Computers & Education, 62, 8-17.
Hunt, D., Atkin, D., & Krishnan, A. (2012). The influence of computer-mediated communication
apprehension on motives for facebook use. Journal of Broadcasting & Electronic Media, 56(2),
187-202.
77
Hutton, E., & Sundar, S. (2008). Can video games enhance creativity? An experimental investigation
of emotion generated by dance dance revolution. International Communication Association,
10, 294-303.
Jahn, B., & Kunz, W. (2012). How to transform consumers into fans of your brand. Journal of Service
Management, 23(3), 344-361.
KAHN, H., & COOPER, C. L. (1979) Anxiety associated with money market dealers - sex and
cultural-differences. Anxiety Stress and Coping, 5(1), 21-40.
Kaiser, S., & Muller-Seitz, G. (2008). Leveraging lead user knowledge in software development-the
case of weblog technology. Industry and Innovation, 15(2), 199-221.
Kamboj, S. (2019). Applying uses and gratifications theory to understand customer participation in
social media brand communities perspective of media technology. Asia Pacific Journal of
Marketing and Logistics, 32(1) 205-231.
Kamboj, S. (2019). Applying uses and gratifications theory to understand customer participation in
social media brand communities Perspective of media technology. Asia Pacific Journal of
Marketing and Logistics, 32(1), 205-231.
Kang, M., & Shin, D. H. (2016). The effect of customers′ perceived benefits on virtual brand
community loyalty. Online Information Review, 40(3), 298-315.
Katz, E., Blumler, J. G., & Gurevitch, M. (1974). Uses and gratifications research. The Public Opinion
Quarterly, 37(4), 509-523.
Katz, M., & Foulkes, D. (1962). On the use of mass media as “escape:” Clarification of a concept.
Advances in Journalism and Communication, 2(3) 377-388.
Katz, M., & Foulkes, D. (1962). On the Use of Mass Media as “Escape:” Clarification of a Concept.
The Public Opinion Quarterly, 26, 377-388.
Kaur, P. (2016). Underpinnings of user participation in service provider-hosted online communities.
Kaur, P. (2016). Underpinnings of user participation in service provider-hosted online communities.
Service Science, 8(3), 249-262.
78
Khan, M. L. (2017). Social media engagement: What motivates user participation and consumption
on YouTube? Computers in Human Behavior, 66, 236-247.
Khansa, L., Ma, X., Liginlal, D., & Kim, S. S. (2015). Understanding members′ active participation
in online question-and-answer communities: A theory and empirical analysis. Journal of
Management Information Systems, 32(2), 162-203.
Kim, E., Jeong, H., Yang, J., & Song, M. (2014). Balancing energy use against video quality in mobile
devices. Consumer Electronics, 60(3), 517-524.
Kim, H. S., Park, J. Y., Jin. B (2008). Dimensions of online community attributes: Examination of
online communities hosted by companies in Korea. International Journal of Retail &
Distribution Management, 36(10), 812-830.
Kim, J., Kim, S., Kim, S., Lee, E,. & Hwang, C. Y. (2019). Companion robots for older adults:
Rodgers′ evolutionary concept analysis approach. Ntelligent Service Robotics, 14(5), 729-739.
Kim, M. S., Kim, H. M. (2017). The effect of online fan community attributes on the loyalty and
cooperation of fan community members: The moderating role of connect hours. Computers in
Human Behavior, 68, 232-243.
Kim, S. K., Shin, S. J., & Shin, J. Social networks and individual creativity: The role of individual
differences. (2018). Journal of Creative Behavior, 52(4), 285-296.
Kim, S. K., Shin, S. J., Shin, J ., & Miller, D. R. (2016). Social networks and individual creativity:
The role of individual differences. Journal of Creative Behavior, 52(4), 285-296.
Kim, Y. H., Kim, D. J., & Wachter, K. (2013). A study of mobile user engagement (MoEN):
Engagement motivations, perceived value, satisfaction, and continued engagement intention.
Decision Support Systems, 56, 361-370.
Kim, Y., Sohn, D., & Choi, S. M. (2011). Cultural difference in motivations for using social network
sites: A comparative study of American and Korean college students. Computers in Human
Behavior, 27(1), 365-372.
Korhan, O., & Ersoy, M. (2016). Usability and functionality factors of the social network site
79
application users from the perspective of uses and gratification theory. Quality & Quantity, 50(4),
1799-1816.
Korzynski, P., Paniagua, J., & Rodriguez-Montemayor, E. (2019). Employee creativity in a digitalera:
The mediating role of social media. Management Decision, 58(6), 1100-1117.
Korzynski, P., Paniagua, J., Rodriguez-Montemayor, E. (2019). Employee creativity in a digital era:
the mediating role of social media. Management Decision, 58(6), 1100-1117.
Krause, A. E., North, A. C., & Heritage, B. (2014). The uses and gratifications of using Facebook
music listening applications. Computers In Human Behavior, 39, 71-77.
Kwon, S. (2020). Understanding user participation from the perspective of psychological ownership:
The moderating role of social distance. Computers in Human Behavior, 105, 106207.1–106207.
Lee, M. R., Yen, D. C. & Hsiao, C. Y. (2014). Understanding the perceived community value of
Facebook users. Computers in Human Behavior, 35, 350-358.
Lee, M. R., Yen, D. C., & Hsiao, C.Y. (2014). Understanding the perceived community value of
Facebook users. Computers in Human Behavior, 35, 350-358.
Li, H., Liu, Y., Xu, X., Heikkila, J., & van der Heijden, H. (2015). Modeling hedonic is continuance
through the uses and gratifications theory: An empirical study in online games. Computers in
Human Behavior, 48, 261-272.
Lin, C. Y. Y., & Liu, F.C. (2012). A cross-level analysis of organizational creativity climate and
perceived innovation : The mediating effect of work motivation. European Journal of Innovation
Management, 15(1):55-76.
Lin, H. & Wang, Y. (2006). An examination of the determinants of customer loyalty in mobile
commerce contexts. Information & Management, 43(3), 271-282.
Lo, S., Wang, C., & Fang, W. (2005). Physical interpersonal relationships and social anxiety among
online game players. Cyberpsychology & Behavior, 8(1), 15-20.
Lou, L., Jiao, Y., & Koh, J. (2021). Determinants of fan engagement in social media-based brand
communities: a brand relationship quality perspective. Sustainability, 13(11), 6117.
80
Lu, B. & Chen, Z. 2021. Live streaming commerce and consumers’ purchase intention: An uncertainty
reduction perspective. Information & Management, 58, 7.
Lu, Z., Shen, C., Li, J. & Shen, H. (2021). More Kawaii than a Real-Person Live Streamer:
Understanding How the Otaku Community Engages with and Perceives Virtual YouTubers. CHI
Conference on Human Factors in Computing Systems, 137, 1-14.
Luo, N., Zhang, M., Hu, M., & Wang, Y. (2016). How community interactions contribute to
harmonious community relationships and customers′ identification in online brand community.
International Journal of Information Management, 36(5), 673-685.
Luo, X. (2002). Uses and gratifications theory and e-consumer behaviors: A structural equation
modeling study. Journal of Interactive Advertising, 2(2), 44–54.
Ma, A. T. H., Ng, S. L., Cheung, L. T., & Lam, T. W. (2021). How do uses of and gratifications from
social media platforms drive responsible birdwatching behavior?. Global Ecology and
Conservation, 27(9), 14-16.
Ma, X., & Fan, X. (2021). A review of the studies on social media images from the perspective of
information interaction. Data and Information Management, 22, 100004.
Madjar, N., Greenberg, E., & Chen, Z. (2011). Factors for radical creativity, incremental creativity,
and routine, noncreative performance. Journal of Applied Psychology, 96(4), 730-743.
Malik, A., Dhir, A., & Nieminen, M. (2016). Uses and gratifications of digital photo sharing on
Facebook. Telematics and Informatics, 33(1), 129-138.
Marino, C., Lista, C., Solari, D., Spada, M. M., Vieno, A.,& Finos, L. (2022). Predicting comments
on Facebook photos: Who posts might matter more than what type of photo is posted. Addictive
Behaviors Reports, 15, 100417.
Martins, C. S., & Patrício, L. (2013). Understanding participation in company social networks.
Journal of Service Management, 24(5), 567-587.
Mastromartino, B., Qian, Y.,Wang, J. J., & Zhang, J. J. (2020). Developing a fanbase in niche sport
markets: an examination of nhl fandom and social sustainability in the sunbelt. Sustainability,
81
12(3), 1115.
Matzler, K., Hoppe, M., & Fuller, J. (2008). Brand community members as a source of innovation.
Journal of Product Innovation Management, 25(6), 608-619.
McCord, B., Rodebaugh, T. L., & Levinson, C. A. (2014). Facebook: Social uses and anxiety.
Computers in Human Behavior, 34, 23–27.
McKenna, K. Y. A., & Bargh, J. (2000). Plan 9 from cyberspace: The implications of the internet for
personality and social psychology. Personality and Social Psychology Review, 4(1), 57-75.
McQuail, D. (2010). McQuail’s Mass Communication Theory (6th ed). London: Sage.
Meusburger, P., Funke, J., & Wunder, E. (2009). Milieus of creativity. An interdisciplinary approach
to spatiality of creativity. Springer, 2, 297.
Mohammed, A. & Ferraris, A. (2021). Factors influencing user participation in social media:
Evidence from Twitter usage during COVID-19 pandemic in Saudi Arabia. Technology in
Society, 66, 101651.
Mull, I. R., & Lee, S. (2014). “PIN” pointing the motivational dimensions behind Pinterest.
Computers in Human Behavior, 33, 192-200.
Nambisan, S., & Baron, R. A. (2007). Interactions in virtual customer environments: Implications for
product support and customer relationship management. Journal of Interactive Marketing, 21(2),
42-62.
Nambisan, S., & Baron, R. A. (2009). Different Roles, Different Strokes: Organizing Virtual
Customer Environments to Promote Two Types of Customer Contributions. Organization
Science, 21(2), 554-572.
Nambisan, S., & Baron, R. A. (2009). Virtual customer environments: testing a model of voluntary
participation in value co-creation activities. Journal of Product Innovation Management, 26(4),
388-406.
82
Nambisan, S., & Baron, R. A. (2009). Virtual customer environments: testing a model of voluntary
participation in value co-creation activities. Journal of Product Innovation Management,
26(4), 388-406.
Nambisan, S., & Baron, R. A. (2010). Different roles, different strokes: organizing virtual customer
environments to promote two types of customer contributions. Organization Science, 21(2), 554-
572.
Oldham, G., & Cummings, A. (1996). Employee creativity: Personal and contextual factors at work.
Academy of Management Journal, 39(3), 607-634.
Ozinga, J. R. & Praeger, Westport, Conn. (1999). Altruism. Connecticut, 1, 174.
Papacharissi, Z., & Rubin, A. (2000). Predictors of internet use. Journal of Broadcasting & Electronic
Media, 44(2), 175-196.
Park, N., Kee, K. F., & Valenzuela, S. (2009). Being immersed in social networking environment:
facebook groups, uses and gratifications, and social outcomes. Cyberpsychology & Behavior,
12(6), 729-733.
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.
Phelps, C., Heidl, R., & Wadhwa, A. (2012). Knowledge, networks, and knowledge networks: a
review and research agenda. Journal of Management, 38(4), 1115-1166.
Phua, J., Jin, S. V., & Kim, J. J. (2017). Uses and gratifications of social networking sites for bridging
and bonding social capital: A comparison of Facebook, Twitter, Instagram, and Snapchat.
Computers in Human Behavior. 72, 115-122.
Pierce, J. L., Kostova, T., & Dirks, K. T. (2001). Toward a theory of psychological ownership in
organizations. Academy of Management Review, 26(2), 298-310.
Pulgar, J. (2021). Classroom creativity and students’ social networks: Theoretical and practical
implications. Thinking Skills and Creativity, 42, 100942.
83
Raacke, J., & Bonds-Raacke, J. (2008). MySpace and facebook: Applying the uses and gratifications
theory to exploring friend-networking sites. Cyberpsychology & Behavior, 11(2), 169-174.
Rapee, R., & Heimberg, R. (1997). A cognitive-behavioral model of anxiety in social phobia.
Behaviour Research and Therapy, 35(8), 741-756.
Ridings, C., & Gefen, D. (2004). Virtual community attraction: Why people hang out online. Journal
of Computer-Mediated Communication, 10(1), 00-00.
Roth, D. A. (2004). Cognitive theories of social phobia. In B. Bandelow & D. J. Stein (1 st Eds).
Social anxiety disorder. New York: Marcel Dekker, 15.
Ruggiero, V. (2000). New social movements and the ′centri sociali′ in Milan. Sociological Review,
48(2), 167-185.
Service Science, 8(3), 249-262.
Shafi, M., Zoya, Lei, Z., Song, X., & Sarker, M. N. I. (2020). The effects of transformational
leadership on employee creativity: Moderating role of intrinsic motivation. Asia Pacific
Management Review, 25, 166-176.
Shalley, C., & Gilson, L. (2004). A little creativity goes a long way: An examination of teams′
engagement in creative processes. Journal of Management, 30(4), 453-470.
Shalley, C., & Gilson, L. (2004). What leaders need to know: A review of social and contextual factors
that can foster or hinder creativity. Leadership Quarterly, 15(1), 33-53.
Sheldon, P., & Bryant, K. (2016). Instagram: Motives for its use and relationship to narcissism and
contextual age. Computers in Human Behavior, 58, 89-97.
Sigala, M. & Chalkiti, K. (2015). Knowledge management, social media and employee creativity.
International Journal of Hospitality Management, 45, 44-58.
Smock, A. D., Ellison, N. B., Lampe, C., & Wohn, D. Y. (2011). Facebook as a toolkit: A uses and
gratification approach to unbundling feature use. Computers in Human Behavior, 27(6), 2322-
2329.
84
Stewart, B. & Ju, B. (2020). On Black Wikipedians: Motivations behind content contribution.
Information Processing & Mangement, 57(3), 102-134.
Tanta, I., Mihovilović, M., & Sablić, Z. (2014). Uses and gratification theory – why adolescents use
facebook?. Izvorni Znanstveni Rad, 20(2), 85-110.
Diddi, A., LaRose, R. (2006). Getting hooked on news: Uses and gratifications and the formation of
news habits among college students in an Internet environment. Journal of Broadcasting &
Electronic Media, 50(2), 193-210.
Thatcher, S. B., & Brown, S. A. (2010). Individual creativity in teams: The importance
communication media mix. Decision Support Systems, 49(3), 290-300.
Toyama, H., & Mauno, S. (2016). Associations of trait emotional intelligence with social support,
work engagement, and creativity in japanese eldercare nurses. Japanese Psychological Research,
59(1), 14-25.
Toyama, H., & Mauno, S. (2016). Associations of trait emotional intelligence with social support,
work engagement, and creativity in japanese eldercare nurses. Japanese Psychological Research,
59(1), 14-25.
Tribe, M., Jana, R. & Grosenick, U. (2009). New media art. Cologne, Germany: Taschen.
Tseng, T. H., Huang, H. H., & Setiawan, A. (2017). How do motivations for commitment in online
brand communities evolve? The distinction between knowledge- and entertainment-seeking
motivations. Computers In Human Behavior, 77, 326-335.
Utz, S. & Johannes (2017). The Relationship Between Use of Social Network Sites, Online Social
Support, and Well-Being: Results From a Six-Wave Longitudinal Study. Journal of Media
Psychology-Theories, 29(3), 115-125.
Volery, T. & Tarabashkina, L. (2021). The impact of organisational support, employee creativity and
work centrality on innovative work behavior. Journal of Business Research, 129, 295-303.
Wang, Y., & Fesenmaier, D. (2004). owards understanding members′ general participation in and
active contribution to an online travel community. Tourism Management, 25(6), 709-722.
85
Wang, Y., Chan, S. F., & Yang, Z. (2013). Customers′ perceived benefits of interacting in a virtual
brand community in China”. Journal of Electronic Commerce Research, 14(1), 46-69.
Wang, Y., Chan, S. F., & Yang, Z. (2013). Customers’ perceived benefits of interacting in a virtual
brand community in China. Journal of Electronic Commerce Research, 14(1), 49-66.
Wang, Y., Shi, J., Ma, S., Shi, G., & Yan, L. (2012). Customer interactions in virtual brand
communities: Evidence from china. Journal of Global Information Technology Management,
15(2), 46-49.
Wenzel, A. (2002). Characteristics of close relationships in individuals with social phobia: A
preliminary comparison with nonanxious individuals. In Harvey J. A. & Wenzel, A. (Eds.) A
Clinician’S Guide to Maintaining and Enhancing Close Relationships, 199-213.
Whiting, A., & Williams, D. (2013). Why people use social media: a uses and gratifications approach.
Qualitative Market Research, 16(4), 362-369.
Williams, J., Heiser, R., & Chinn, S. J. (2012). Social media posters and lurkers: The impact on team
identification and game attendance in minor league baseball. Journal of Direct, Data and Digital
Marketing Practice, 13, 295–310.
Xiong, Y., Cheng, Z., Liang, E., & Wu, Y. (2018). Accumulation mechanism of opinion leaders′ social
interaction ties in virtual communities: Empirical evidence from China. Computers in Human
Behavior, 82, 91-93.
Xu, B., & Li, D. (2015). An empirical study of the motivations for content contribution and
community participation in wikipedia. Information & Management, 52(3), 275-286.
Yan, Y., Davison, R. M., & Mo, C. (2013). Employee creativity formation: The roles of knowledge
seeking, knowledge contributing and flow experience in Web 2.0 virtual communities.
Computers in Human Behavior, 29(5), 1923-1932.
Yang, S., Wang, B, & Lu, Y. (2016). Exploring the dual outcomes of mobile social networking service
enjoyment: The roles of social self-efficacy and habit. Computers in Human Behavior, 64, 486-
496.
86
Yang, S., Huang, L., Zhang, Y., Zhang, P., Zhao, Y. (2021). Unraveling the links between active and
passive social media usage and seniors′ loneliness: a field study in aging care communities.
Internet Research, 31,2167-2189.
Yu, J., Lee, H., Ha, I., & Zo, H. (2015). User acceptance of media tablets: An empirical examination
of perceived value. Telematics and Informatics, 34(4), 206-223.
Zeithaml, V. A. (1988). Consumer perceptions of price, quality and value: A means-end model and
synthesis of evidence. Journal of Marketing, 52, 2-22.
Zhang, Z. (2019). Sustained Participation in Virtual Communities from a Self-Determination
Perspective. Sustainability, 11(23), 1-18.
Zhu, Y. Q., Gardner, D. G., & Chen, H. G. (2016). Relationships between work team climate,
individual motivation, and creativity. Journal of Management, 44(5), 2094-2115.
Ziebro, M., & Northcraft, G. (2009). Connecting the dots: network development, information flow,
and creativity in groups. Creativity in Groups, 12, 135-162.
Zillmann, D. (2000). Mood Management in the Context of Selective Exposure Theory. Annals of the
International Communication Association, 23(1), 103-123.
指導教授 李憶萱(Yi-xuan Lee) 審核日期 2022-7-21
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明