近年,吹起了一波遊戲實況(live streaming for video games)的浪潮,除了電子競技(e-sports)帶動的專業賽事轉播之外,一般玩家開設實況的現象更如雨後春筍般出現。遊戲實況可視作一種全新的線上影音模式,其運作經由網路平台方(如 Twitch.TV 等)提供上架空間,閱聽人(玩家)拍攝其遊戲過程作為內容,形成以使用者生產內容(user-generated content)為主的娛樂媒介。為了解是哪些族群(who)在熱衷於遊戲實況、與遊戲實況對比其他媒體有什麼不同(what),以及遊戲實況上的互動是如何(how)形塑。本研究採用社會心理學中的預設用途理論(affordances theory)去解構閱聽人、遊戲實況和網路空間的交互關係,並探討觀眾怎麼運用這項新媒介去獲得沉浸經驗。
Video games live streaming is a new media that composed of the user-generated content which game players curate and perform. The researcher wanted to explore the interaction on live streaming, so this study was dealt with affordance theory to structure a model that could solve it. And, finding how audience get flow experience from watching live streaming is the other main goal.