隨著直播平台和直播類型的多樣化,觀看人數也日益增加,但過去不論是國內外對網路直播的研究,幾乎都是以遊戲實況和運動直播兩個類型為主,所以希望本篇研究能讓直播文化相關的討論更加豐富。研究以使用與滿足理論為架構,用滿足感作為依變項欲了解觀看動機、觀看頻率、觀看的使用行為,並加入由Costa與McCrae所提出的五大因素模型中的審慎型和神經質型人格特質,探討上述變因與滿足感的關聯。
本研究採用深度訪談訪及線上問卷調查法,結果顯示,讀書直播觀看動機包含:「偶像崇拜/觀察動機」、「社會互動/紓壓動機」、「影片內容動機」以及「陪伴學習動機」;讀書直播觀看後滿足感包含:「學習性滿足」、「陪伴性滿足」、「愉悅/成就性滿足」以及「影片內容性滿足」,觀看動機和滿足感多呈正相關;觀看頻率、使用行為及人格特質亦和滿足感呈正相關。
Live-streaming has become increasingly popular. However, reviewing recent research on live-streaming, we find that most papers about this topic have focused on video games and Sports. We hope these findings help to lay a foundation for further research. The study is based on the theory of use and gratifications, using gratifications as a variable term, to understand the viewing motivation, the frequency of viewing, the use of the behavior of the watch, and to add the conscientiousness and neuroticism personality traits in the five factor models proposed by Costa and McCrae, to explore the correlation between these Variations and gratifications.
data was collected through in-depth interview and online self-report survey of Study Vlog viewers. Factor analysis and Multiple regression analyses identified four motivations which helped to explain live-stream engagement: Idolater/ Observation、 Social interaction/ relieve the stress、Contents、Companionship and learning; four gratifications: Academic、Companionship、Pleasure/achievement、Contents.