簡易檢索 / 詳目顯示

研究生: 杜建勳
CHIEN-HSUN TU
論文名稱: 年輕世代在社群媒體上所扮演的四種角色
Four Character Which Play by Youth Users on Social Media
指導教授: 林孟彥
Meng-Yan Lin
口試委員: 張淑婷
呂志豪
林孟彥
學位類別: 碩士
Master
系所名稱: 管理學院 - 企業管理系
Department of Business Administration
論文出版年: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 74
中文關鍵詞: 社群媒體自我狀態角色理論匿名性
外文關鍵詞: Soial media, Self-concept, Role theory, Anonymity
相關次數: 點閱:304下載:9
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 在網際網路興起的現代,社群媒體已然是年輕族群生活中不可分割的一部份,也成為年輕人們認識自我的重要渠道。然而社群媒體有千百款,性質也不大相同,用戶們往往會策略性的根據情況選擇使用不同媒體。例如有些用戶在使用本人帳號時,傾向發表美好的甚至加工包裝過的內容以吸引他人眼球,而在使用假帳號或匿名性高的平台時,就傾向發表負面的言論。這個現象也反映出個人用戶在社群媒體上的多種面貌,也意味著人們時常在媒體上扮演著複數的角色。
    為探討這現象發生的原因,本研究深入探討用戶在社群媒體上的行為,透過文獻探討與深度訪談蒐集資料,深入了解用戶行為背後是否存在著動機或其他情感要素。針對年輕族群,以自我概念與社群媒體的匿名性為基礎,提出「社群媒體參與的自我框架」,將媒體用戶區分為紀錄者、虛榮者、真實者與杜撰者四種角色,並探討用戶成為不同角色背後的動機。
    本研究的貢獻在於,提供一個分類方式用以區分社群媒體上年輕族群的角色,可作為日後探討社群媒體用戶行為的參考,並且提出管理意涵,作為企業在社群媒體上執行策略之依據。


    In modern times, social media play an important role to let the youth know themselves, and becoming part of the youth’s life along with the rising of the internet. However, there are thousands of social media, which have different features, making the users have the chance to choose what they need. For example, users prefer to beautify their contents to attract others while they show the real identity on the account, and post the controversial content if no one knows who they are. This phenomenon shows users usually play different characters on social media.
    To discover what motivations will influence the users' behaviors, this study collects 25 young social media users' experiences based on in-depth interviews. Through the Self-discrepancy theory and the character theory, this study divide young social media users into four characters: the recorder, the vanity, the real, and the rumors. Each character represent different property, the recorder and the real belong to actual self; the vanity and the rumors belong to the ideal self.

    摘要 I Abstract II 目錄 III 表目錄 V 壹、 緒論 1 貳、 文獻回顧與理論基礎 2 一、 自我概念 2 二、 角色理論 2 三、 社群匿名性與網路釣魚 3 參、 研究方法 4 一、 深度訪談 4 二、 訪談過程與大綱 4 肆、 研究結果 5 一、 紀錄者 5 二、 真實者 6 三、 虛榮者 7 四、 杜撰者 8 伍、 結論與建議 10 一、 結論 10 二、 管理意涵 10 三、 研究限制與未來建議 11 參考文獻 12 英文文獻 12 附錄 受訪者01 15 附錄 受訪者02 18 附錄 受訪者03 20 附錄 受訪者04 22 附錄 受訪者05 24 附錄 受訪者06 26 附錄 受訪者07 28 附錄 受訪者08 30 附錄 受訪者09 32 附錄 受訪者10 35 附錄 受訪者11 37 附錄 受訪者12 39 附錄 受訪者13 41 附錄 受訪者14 43 附錄 受訪者15 45 附錄 受訪者16 47 附錄 受訪者17 48 附錄 受訪者18 51 附錄 受訪者19 53 附錄 受訪者20 55 附錄 受訪者21 57 附錄 受訪者22 59 附錄 受訪者23 62 附錄 受訪者24 65

    英文文獻
    Adler, A. (1964). Problems of neurosis. Oxford, England: Harper Torchbooks.
    Arnett, J. J. (2000). Emerging adulthood: A theory of development from the late teens through the twenties [American Psychological Association doi:10.1037/0003-066X.55.5.469]. Retrieved
    Child, J. T., & Starcher, S. C. (2016). Fuzzy Facebook privacy boundaries. 54(C%J Comput. Hum. Behav.), 483–490. doi:10.1016/j.chb.2015.08.035
    Choi, J., & Kim, Y. (2014). The moderating effects of gender and number of friends on the relationship between self-presentation and brand-related word-of-mouth on Facebook. Personality and Individual Differences, 68, 1–5. doi:10.1016/j.paid.2014.03.040
    Chory-Assad, R. M., & Yanen, A. (2005). Hopelessness and Loneliness as Predictors of Older Adults' Involvement With Favorite Television Performers. Journal of Broadcasting & Electronic Media, 49(2), 182-201. doi:10.1207/s15506878jobem4902_3
    Christoph, K., Dorothée, H., & Peter, V. (2009). The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-Perception. Communication Theory, 19(4), 351-373. doi:10.1111/j.1468-2885.2009.01347.x
    (2006). Psychology of entertainment. [Television series episode]. In Cohen, J. (Executive producer), Audience Identification with Media Characters. Mahwah, NJ, US.
    Cooley, C. H. (1964). Human nature and the social order: Transaction Publishers.
    Ellison, N. B., Steinfield, C., & Lampe, C. (2007). The Benefits of Facebook “Friends:” Social Capital and College Students’ Use of Online Social Network Sites. Journal of Computer-Mediated Communication, 12(4), 1143-1168. doi:10.1111/j.1083-6101.2007.00367.x
    Freud, S., & Strachey, J. E. (1964). The standard edition of the complete psychological works of Sigmund Freud.
    Giles, D. (2002). Parasocial interaction: A review of the literature and a model for future research. Media Psychology, 4, 279-305.
    Goldstein, N. J., & Cialdini, R. B. (2007). The spyglass self: A model of vicarious self-perception [American Psychological Association doi:10.1037/0022-3514.92.3.402]. Retrieved
    Goriunova, O. (2017). The Lurker and the Politics of Knowledge in Data Culture. International Journal of Communication, 11, 3917-3933.
    Green, M. C., Brock, T. C., & Kaufman, G. F. (2004). Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds. Communication Theory, 14(4), 311-327. doi:10.1111/j.1468-2885.2004.tb00317.x
    Higgins, E. T. (1987). Self-Discrepancy: A Theory Relating Self and Affect. Psychological Review, 94(3), 319-340. doi:10.1037%2F0033-295X.94.3.319
    Hodis, M. A., Sriramachandramurthy, R., & Sashittal, H. C. (2015). Interact with me on my terms: a four segment Facebook engagement framework for marketers. Journal of Marketing Management, 31(11-12), 1255-1284. doi:10.1080/0267257X.2015.1012535
    Hofstra, B., Corten, R., & Tubergen, F. (2016). Understanding the privacy behavior of adolescents on Facebook: The role of peers, popularity and trust. Computers in Human Behavior, 60, 611-621. doi:10.1016/j.chb.2016.02.091
    Horney, K. (1940). New Ways in Psychoanalysis. 9, 114-121.
    Horney, K. (1946). Our inner conflicts: A constructive theory of neurosis (Vol. 17): Routledge.
    James, W. (1892). Psychology: Briefer course. London, Great Britain: Macmillan and Co.
    Kahn, R. L., M.Wolfe, D., Quinn, R. P., & Snoek, J. D. (1965). Studies in Role Conflict and Ambiguity. Oxford University Press, 43(4), 591-592. doi:10.2307/2574480
    Klimmt, C., Hartmann, T., & Frey, A. (2008). Effectance and Control as Determinants of Video Game Enjoyment. Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society, 10, 845-847. doi:10.1089/cpb.2007.9942
    Klimmt, C., Hartmann, T., & Schramm, H. (2006). Parasocial Interactions and Relationships [Lawrence Erlbaum Associates Publishers]. Retrieved
    Liu, B., & Kang, J. (2017). Publicness and Directedness: Effects of Social Media Affordances on Attributions and Social Perceptions. Computers in Human Behavior, 75. doi:10.1016/j.chb.2017.04.053
    Lucas, K., & Sherry, J. L. (2004). Sex Differences in Video Game Play: A Communication-Based Explanation [Sage Publications doi:10.1177/0093650204267930]. Retrieved
    McClelland, D. (2005). Achievement motivation theory. Organizational behavior: Essential theories of motivation and leadership, 46-60.
    McKenna, K. Y. A. (2012). Through the Internet looking glass: Expressing and
    validating the true self. Oxford Handbook of Internet Psychology. doi:10.1093/oxfordhb/9780199561803.013.0014
    Piers, G., & Singer, M. B. (1971). Shame and guilt: A psychoanalytic and a cultural study. Oxford, England: W. W. Norton.
    Pornsakulvanich, V. (2017). Excessive use of Facebook: The influence of self-monitoring and Facebook usage on social support. Kasetsart Journal of Social Sciences, 39. doi:10.1016/j.kjss.2017.02.001
    Rubin, A. M., Perse, E. M., & Powell, R. A. (1985). LONELINESS, PARASOCIAL INTERACTION, AND LOCAL TELEVISION NEWS VIEWING. Human Communication Research, 12(2), 155-180. doi:10.1111/j.1468-2958.1985.tb00071.x
    Suzuki, L., & Calzo, J. (2004). The search for peer advice in cyberspace: An examination of online teen bulletin boards about health and sexuality. Journal of Applied Developmental Psychology, 25, 685-698. doi:10.1016/j.appdev.2004.09.002
    Vorderer, P., & Bryant, J. (2006). Playing video games: Motives, responses, and consequences. Mahwah, NJ, US: Lawrence Erlbaum Associates Publishers.
    Watson, D., Clark, L. A., & Tellegen, A. (1988). Development and validation of brief measures of positive and negative affect: The PANAS scales (Vol. 54). US: American Psychological Association.
    Zillmann, D. (2006). Empathy: Affective Reactivity to Others' Emotional Experiences. Mahwah, NJ, US: Lawrence Erlbaum Associates Publishers.

    QR CODE