簡易檢索 / 詳目顯示

研究生: 梁烈豪
Liang, Lieh-Hao
論文名稱: 成為突破百萬訂閱用戶YouTuber的關鍵因素:以IPA重要表現分析法與KANO模型探討
Using the Importance-Performance Analysis and Kano Model to Evaluate the Key Factors for Being a Popular YouTuber with Millions of Subscribers
指導教授: 廖俊雄
Liao, Chun-Hsiung
學位類別: 碩士
Master
系所名稱: 管理學院 - 經營管理碩士學位學程(AMBA)
Advanced Master of Business Administration (AMBA)
論文出版年: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 104
中文關鍵詞: 使用滿足理論網路使用行為重要表現程度分析法狩野模型YouTuber
外文關鍵詞: IPA, Kano Model, Use & Gratification Theory, Internet Usage Behavior, YouTuber
相關次數: 點閱:216下載:49
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
  • 行動網路技術日益發達,迎面而來的就是新型態的社群影音媒體平台的誕生,它改變了民眾的生活型態,特別是媒體收視習慣,紛紛由過往的傳統衛星頻道轉往網路影音頻道。也符合了著名傳播學者Katz與Rosenger研究所驗證的人人都有主控權選擇想要收看的媒體內容,更有機會擔任影音創作者傳達自己的理念與社會大眾分享,暨是觀眾又是明星。近年來有眾多報章雜誌調查中小學生最理想職業調查為YouTuber,除了可以滿足表演欲望與享受他人崇拜,所衍伸出來的商業價值可是不容小覷,一切的商業模式衍自於觀看流量。據統計,YouTube頻道訂閱用戶量與觀看流量成正向間接關係,成立頻道後如符合Google所規定的YouTube合作夥伴計畫(YPP)-頻道在前一年累計觀看時數達 4,000 小時且超過 1,000 訂閱戶,即可共享投放廣告收益分潤機制。知名百閱訂閱YouTuber-小玉曾在2017年11月發布【最高機密!小玉今年賺了多少錢!?】影片揭露9個月收入約NT$3,000,000。代表了小玉擁有極高的「觀看人次」與「訂閱用戶量」。因而突破百萬訂閱已成為了YouTuber是否擁有高人氣的指標。
    本研究透過PTT與FB發放網路問卷,最後回收有效樣本360份,藉由K-Means分析與ANOVA分析檢驗以六大研究構面為主要變數,分別在認知重要性與滿意度下將受測者背景結構分類(年齡、性別)為五類集群,以利後續找出精準的觀眾族群。又進行整體樣本在IPA分析結果中顯示在六大構面下,教育學習性、生活工具性、資訊多樣性與社群認同之媒體行為在第一象限(優勢保持區),被認為最重要且做得最好;即時紀律性與娛樂性在第三象限(次要改善區),被認為是低重要低滿意。另一方面,在Kano模型分析結果,發現六大構面最高的兩個平均屬性百分比為無差異屬性(I)與魅力品質屬性(A),指出觀眾對於YouTuber進行六項媒體行為與社群互動行為的態度是偏向中立或是非常在意的。最後則是進行將IPA與Kano分析結果交叉比對後,建議 YouTuber們可先以IPA優勢區與Kano魅力屬性交疊的媒體行為著手,例如ED2。其次才是IPA優勢區與Kano無差異屬性交疊的媒體行為,最後則是以IPA中坐落於優勢保持區(Ⅰ)及優先改善區(Ⅳ)的變數,相信都會有提升訂閱率與觀看流量的效果。結論則是根據分析結果,以商業應用的方式提供給欲成為YouTuber或想成立經營網公司的民眾一個參考的行動指標,以期能夠花最少的時間與極少的成本,快速達到百萬訂閱的目標。

    The purpose of the study was to evaluate the key gactors for being a popular YouTuber with millions of dubscribers. This study distributed online questionnaires through message board in YouTube, PTT and Facebook, and finally recovered 360 valid samples. K-Means and ANOVA analysis were used to identify the six major research frameworks as the main variables. Under the cognitive importance and satisfaction, the background structure (age, gender) of the subjects was divided into five clusters to distinguish accurate target audiences. Then, the analysis of IPA and Kano Model of overall sample was used to find the key factors of motivation to subscribe by audiences. The results show four of the six factors are in the 1st quadrant considered to be the most important and high satisfaction. The two of six are located the 3rd quadrant (lower priority) considered low importance and low satisfaction. On the other hand, in the Kano model analysis, it is found that the two highest average percentages of the six major factors which are classified into the indifference attribute and the attractive attribute. Finally, according to the cross-matching IPA and Kano results, the goal of this study is that provided a reference way which is how to rapidly reach millions of subscriptions with minimum cost for people who would like to be a YouTuber or set up an agent company to manage YouTubers.

    摘要......................I EXTENDED ABSTRACT...............III 誌謝...............VII 目錄...............VIII 表目錄...............X 圖目錄...............XII 第一章 緒論...............1 第一節 研究背景...............1 第二節 研究動機...............6 第三節 新興職業YOUTUBER...............9 第四節 最受歡迎的13種YOUTUBER影片類型........10 第五節 研究目的...............14 第六節 研究流程...............15 第二章 文獻探討...............16 第一節 網路使用行為...............16 第二節 使用滿足理論...............19 第三節 媒體愉悅理論...............25 第四節 社會影響與社會認同理論...............33 第五節 重要性-績效分析法(IPA)...............37 第六節 二維品質模式KANO MODEL...............40 第三章 研究方法與設計...............43 第一節 研究架構...............43 第二節 問卷設計與研究方法...............51 第三節 資料搜集與分析方法...............54 第四章 研究分析與結果...............59 第一節 描述性統計分析...............59 第二節 信效度分析...............62 第三節 集群分析 (K-MEANS)...............65 第四節 IPA分析結果...............68 第五節 KANO分析結果...............75 第五章 結論與建議...............78 第一節 分析結果統整...............78 第二節 商業應用與管理意涵...............81 第三節 研究限制與未來建議...............83 參考文獻...............85 附錄...............93

    【中文文獻】
    王威翔. (2009). 探討線上影音分享網站之使用行為意圖研究-以YouTube為例. (碩士), 國立成功大學, 台南市.
    王思旭. (2017). 數位媒體下的廣播重生:以媒體愉悅理論探討網路廣播電台主播的創新行為. (碩士), 世新大學, 臺北市.
    王嵩音. (2007). 網路使用之態度, 動機與影響. 資訊社會研究.
    朱美慧. (2000). 我國大專學生個人特性、網路使用行為與網路成癮關係之研究. (碩士), 大葉大學, 彰化縣.
    吳明隆. (2007). SPSS 統計應用學習實務: 問卷分析與應用統計.
    吳奕德. (2008). YouTube使用因素與使用者行為之研究. (碩士), 南台科技大學, 台南市.
    周偉航. (2017). 一個被諷「只會發垃圾」的網紅,竟然做到了!聖結石如何成為台灣最快破百萬的Youtuber?. Retrieved from http://www.businessweekly.com.tw/article.aspx?id=20338&type=Blog
    林以悅. (2010). 應用外語所研究生在英語教學課程中使用網路工具之研究-以中部某科技大學為例. (碩士), 朝陽科技大學, 台中市.
    林宇玲. (2008). 線上遊戲的批判媒體識讀: 台北縣國小寒假電腦營為例. In: 教育資料與研究.
    林淇瀁. (2004). 超文本, 跨媒介與全球化: 網路科技衝擊下的台灣文學傳播. 中外文學, 33(7), 103-128.
    林章展. (2014). 新媒體, 新愉悅: 以媒體愉悅理論探索 YouTube 素人創作者自製微電影行為. 中山大學傳播管理研究所學位論文, 1-94.
    林鶴玲與鄭芳芳. (2004). 線上遊戲合作行為與社會組織-以青少年玩家之血盟參與為例. 發表於 [2004 台灣社會學會年會暨研討會], 新竹, 台灣.
    翁玓彣. (2012). 以社會影響理論探討影響參與虛擬社群群體意向因素研究. 中正大學資訊管理學系學位論文, 1-96.
    翁秀琪. (2011). 大眾傳播理論與實證: 三民.
    張玉佩. (2009). 遊戲, 人生: 從線上遊戲玩家探討網路世界與日常生活的結合. 新聞學研究》(TSSCI), 98, 1-45.
    張玉佩. (2011). 線上遊戲之閱聽人愉悅經驗探索. 中華傳播學刊(19), 61-95.
    張宇涵. (2016). YouTube、Dailymotion及愛奇藝線上影音分享平台市場之競爭區位分析-以閱聽人資源角度探討. (碩士), 國立中正大學, 嘉義縣.
    陳祥. (2002). 網路傳道萬能論的迷思. 聖靈月刊, 301.
    陶振超, & 馬惠寧. (1995). 台灣地區全球資訊網 (WWW) 使用者調查.
    創市際市場顧問. (2016). 影音網站調查與台灣影音相關網站使用概況. 創市際雙週刊.
    嵐. (2018). 新興職業YouTuber. Retrieved from http://www.dreamates.hk/post/2238
    黃厚銘. (2000). 網路人際關係的親疏遠近. 國立台灣大學社會學刊, 28, 119-154.
    維基百科. (2018). 台灣YouTuber訂閱人數排行榜. Retrieved from https://zh.wikipedia.org/wiki/%E5%8F%B0%E7%81%A3YouTuber%E8%A8%82%E9%96%B1%E4%BA%BA%E6%95%B8%E6%8E%92%E8%A1%8C%E6%A6%9C
    褚曼晴. (2017). 淺談新興職業―Youtuber. Social Observatory 社會觀察. Retrieved from http://lookingbeyondborders.wixsite.com/lookingbeyondborders/single-post/2017/11/25/%E5%B0%88%E9%A1%8C%E6%B7%BA%E8%AB%87%E6%96%B0%E8%88%88%E8%81%B7%E6%A5%AD%E2%80%95Youtuber
    遠見雜誌. (1999). 大專學生75%滿意生活,65%擔心出路. 遠見雜誌, 251.
    蔡珮, & 陳世敏. (1994). 電子佈告欄使用行為與社會臨場感研究, 以台大計中 BBS 站為例.
    蕭銘鈞. (1998). 台灣大學生網路使用行為、使用動機、滿足程度與網路成癮現象之初探. (碩士), 國立交通大學, 新竹市.
    蘇芬媛. (1996). 網路虛擬社區的形成: MUD 之初探性研究. 國立交通大學傳播新聞研究所碩士論文. 未出版.
    蘋果日報. (2017). 「聖粉」18到34歲? 這張照片讓大家笑了. Retrieved from https://tw.appledaily.com/new/realtime/20170717/116249

    【英文文獻】
    Abercrombie, N., & Longhurst, B. J. (1998). Audiences: A Sociological Theory of Performance and Imagination: SAGE Publications Ltd.
    Academy, Y. C. (2018). YouTube Classify. Retrieved from https://creatoracademy.youtube.com/page/lesson/overview-categories?hl=zh-TW
    Academy, Y. C. (2018). Course: Building a global channel. Retrieved from https://creatoracademy.youtube.com/page/lesson/captions?cid=global-channel&hl=zh-TW#strategies-zippy-link-1
    Academy, Y. C. (2018a). Course: Grow your community. Retrieved from https://creatoracademy.youtube.com/page/course/fans?hl=zh-TW
    Academy, Y. C. (2018b). Course: Make money with YouTube. Retrieved from https://creatoracademy.youtube.com/page/lesson/revenue-basics?cid=earn-money&hl=zh-TW#strategies-zippy-link-1
    Adam, A., & Mowers, H. (2007). YouTube comes to the classroom. School Library Journal, 53(1), 22.
    Asch, S. E., & Guetzkow, H. (1951). Effects of group pressure upon the modification and distortion of judgments. In H. Guetzkow (Ed.), Groups, Leadership, and Men (pp. 222-236). Oxford, England: Carnegie Press.
    Bakardjieva, M. (2003). Virtual togetherness: an everyday-life perspective. Media, Culture & Society, 25(3), 291-313.
    Bauer, R. A. (1964). The obstinate audience: The influence process from the point of view of social communication. American Psychologist, 19(5), 319.
    Blumler, J. G. (1979). The role of theory in uses and gratifications studies. Communication Research, 6(1), 9-36.
    Borko, H., Jacobs, J., Eiteljorg, E., & Pittman, M. E. (2008). Video as a tool for fostering productive discussions in mathematics professional development. Teaching and Teacher Education, 24(2), 417-436.
    Brown, M. B., & Forsythe, A. B. (1974). Robust tests for the equality of variances. Journal of the American Statistical Association, 69(346), 364-367.
    Burke, S. C., & Snyder, S. L. (2008). YouTube: An Innovative Learning Resource for College Health Education Courses. International Electronic Journal of Health Education, 11, 39-46.
    Burnkrant, R. E., & Cousineau, A. (1975). Informational and normative social influence in buyer behavior. Journal of Consumer Research, 2(3), 206-215.
    Castells, M. (1997). The Rise of the NetWork Scoiety. In J. J. Shia (Ed. & Trans.). Taipei: Tonsan.
    Cawley, C. (2016). 7 Most Popular Types of YouTube Video You Can Make Today. Creative. Retrieved from https://www.makeuseof.com/tag/7-popular-types-youtube-video-can-make-today/
    Cayari, C. (2011). The YouTube Effect: How YouTube Has Provided New Ways to Consume, Create, and Share Music. International Journal of Education & the Arts, 12(6), n6.
    Chen, F.-Y., & Chang, Y.-H. (2005). Examining airline service quality from a process perspective. Journal of Air Transport Management, 11(2), 79-87.
    Chen, L. (2014). The 18-year-old girl with 3.8 million followers by shopping skills. Trend. Retrieved from https://www.inside.com.tw/2014/06/06/bethany-mota
    Chen, Y.-H., & Su, C.-T. (2006). A Kano-CKM model for customer knowledge discovery. Total Quality Management & Business Excellence, 17(5), 589-608.
    Chu, R. K., & Choi, T. (2000). An importance-performance analysis of hotel selection factors in the Hong Kong hotel industry: A comparison of business and leisure travellers. Tourism Management, 21(4), 363-377.
    Csikszentmihalyi, M. (1999). 16 implications of a systems perspective for the study of creativity. In Handbook of Creativity (pp. 313-335): Cambridge University Press.
    Daniels, M. L., & Marion, J. L. (2006). Visitor evaluations of management actions at a highly impacted Appalachian Trail camping area. Environmental Management, 38(6), 1006-1019.
    Davis, D., & Baran, S. (1981). Mass Communication and Everyday Life: A Perspective on Theory and Effects. Belmont, Calif.: Wadsworth Pub. Co.
    DELIUS, H. M. (2018). The 20 types of videos that get the most views on YouTube. Retrieved from https://blog.printsome.com/top-20-types-of-videos-with-most-views-on-youtube/
    Deutsch, M., & Gerard, H. B. (1955). A study of normative and informational social influences upon individual judgment. The Journal of Abnormal and Social Psychology, 51(3), 629.
    DeVellis, R. (1991). Scale Development: Theories and Application. Newbury Park, CA: Sage.
    Dholakia, U. M., Bagozzi, R. P., & Pearo, L. K. (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.
    DifferenceBetween.com. What’s Difference between Web 1.0, Web 2.0 and Web 3.0. Retrieved from http://www.differencebetween.info/difference-between-web-one-web-two-and-web-three
    Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Journal of Applied Developmental Psychology, 23(4), 373-392.
    Dzubian, C., & Shirkey, E. (1974). When is a correlation matrix appropriate for factor analysis. Psychological Bulletin, 81(6), 358-361.
    Ellemers, N., Kortekaas, P., & Ouwerkerk, J. W. (1999). Self‐categorisation, commitment to the group and group self‐esteem as related but distinct aspects of social identity. European Journal of Social Psychology, 29(2‐3), 371-389.
    Fiske, J. (1989). Moments of television: Neither the text nor the audience. Remote control: Television, Audiences, and Cultural power. (pp.56-78). Edinburgh, New York
    Garramone, G. M., Harris, A. C., & Anderson, R. (1986). Uses of political computer bulletin boards. Journal of Broadcasting & Electronic Media, 30(3), 325-339.
    Gill, P., Arlitt, M., Li, Z., & Mahanti, A. (2007). Youtube Traffic Characterization: A View from the Edge. Paper presented at the Proceedings of the 7th ACM SIGCOMM conference on Internet measurement.
    Goffman, E. (1959). The Pre sentation of Self in. Life as a Theater: A Dramaturgical Sourcebook. In Brissett & Edgley (Ed.), (2nd ed.). Routledge.
    Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology & Behavior, 6(1), 81-91.
    Han, S. (2012). Web 2.0: Routledge.
    Hoffman, D. L., & Novak, T. P. (1998). Bridging the racial divide on the Internet. In: American Association for the Advancement of Science.
    Hogg, M. A., & Reid, S. A. (2006). Social identity, self-categorization, and the communication of group norms. Communication Theory, 16(1), 7-30.
    INSIDE. (2017). What are the most seven popular videos on the list of YouTube?. Trend. Retrieved from https://www.inside.com.tw/2017/06/26/most-popular-7-type-video-on-youtube
    Jansz, J., & Martens, L. (2005). Gaming at a LAN event: the social context of playing video games. New Media & Society, 7(3), 333-355.
    Kano, N. (1984). Attractive quality and must-be quality. Hinshitsu Quality, The Journal of Japanese Society for Quality Control), 14, 39-48.
    Kaplan, A. M., & Haenlein, M. (2010). Users of the world, unite! The challenges and opportunities of Social Media. Business Horizons, 53(1), 59-68.
    Katz, E., Blumler, J. G., & Gurevitch, M. (1974). The uses and gratifications approach to mass communication. Beverly Hills, Calif.: Sage Pubns.
    Kaye, B. K. (1998). Uses and gratifications of the World Wide Web: From couch potato to Web potato. Atlantic Journal of Communication, 6(1), 21-40.
    Kelly, J. R. (1980). Leisure, Socialization, and the Life Cycle (pp. 91-137). NJ: Prentice-Hall International, Inc.
    Kelman, H. (1974). Social influence and linkages between the individual and the social system: Further thoughts on the processes of compliance, identification, and internalization. In J. Tedeschi (Ed.), Perspectives on Social Power (pp. 125-171). Chicago: Aldine.
    Kelman, H. C. (1958). Compliance, identification, and internalization three processes of attitude change. Journal of Conflict Resolution, 2(1), 51-60.
    Kerlinger, F. N. (1986). Fundamentals of Behavioral Research. New York: Holt, Rinehart, Winston.
    Kerr, A. (2006). The Business and Culture of Digital Games: Gamework and Gameplay. MI: Sage.
    Kerr, A., Kücklich, J., & Brereton, P. (2006). New media–new pleasures? International Journal of Cultural Studies, 9(1), 63-82.
    Kuo, Y.-F. (2004). Integrating Kano’s model into web-community service quality. Total Quality Management & Business Excellence, 15(7), 925-939.
    Levy, M. R. (1985). The concept of audience activity. Media Gratification Research-Current Perspectives, 109-202. MI: Sage.
    lib, M. (2018). Social influence theory. Retrieved from http://wiki.mbalib.com/zh-tw/%E7%A4%BE%E4%BC%9A%E5%BD%B1%E5%93%8D%E7%90%86%E8%AE%BA
    Lull, J. (1980). The social uses of television. Human Communication Research, 6(3), 197-209.
    MacKenzie, S. B. (1986). The role of attention in mediating the effect of advertising on attribute importance. Journal of Consumer Research, 13(2), 174-195.
    Manfreda, K. L., Berzelak, J., Vehovar, V., Bosnjak, M., & Haas, I. (2008). Web surveys versus other survey modes: A meta-analysis comparing response rates. International Journal of Market Research, 50(1), 79-104.
    Martilla, J. A., & James, J. C. (1977). Importance-performance analysis. The Journal of Marketing, 41, 77-79.
    Matzler, K., Bailom, F., Hinterhuber, H. H., Renzl, B., & Pichler, J. (2004). The asymmetric relationship between attribute-level performance and overall customer satisfaction: a reconsideration of the importance–performance analysis. Industrial Marketing Management, 33(4), 271-277.
    McCarty, S. (2008). Motivating language learners from before admission to after graduation through social media. Proceedings of CLaSIC, 4-7.
    McQuail, D. (2010). McQuail's Mass Communication Theory. MI: Sage Publications.
    McQuail, D., & Windahl, S. (2015). Communication Models for the Study of Mass Communications: Routledge.
    MediaKix. (2018). The 13 Most Popular Types Of YouTube Videos. Retrieved from http://mediakix.com/2016/02/most-popular-youtube-videos/#gs.PXV4=MU
    Meyer-Delius, H. (2017). The 20 types of videos that get the most views on YouTube. Retrieved from https://blog.printsome.com/top-20-types-of-videos-with-most-views-on-youtube/
    Morley, D. (1980). The Nationwide Audience: Structure and Decoding. London: British Film Institute.
    Nunnally, J. (1978). Psychometric Methods. New York: McGraw-Hill.
    O’Reilly, T. (2008). Web 2.0 Compact definition: trying again. 2006. http://radar. oreilly. com/2006/12/web-20-compact-definition-tryi. html. Acesso em, 18(01), 215.
    Peña, J., & Hancock, J. T. (2006). An analysis of socioemotional and task communication in online multiplayer video games. Communication Research, 33(1), 92-109.
    Pezeshki, V., Mousavi, A., & Grant, S. (2009). Importance-performance analysis of service attributes and its impact on decision making in the mobile telecommunication industry. Measuring Business Excellence, 13(1), 82-92.
    Ping Zhang, G. M. (2001). User expectations and rankings of quality factors in different web site domains. International Journal of Electronic Commerce, 6(2), 9-33.
    Rafaeli, S. (1984). The electronic bulletin board: A computer-driven mass medium. Social Science Micro Review, 2(3), 123-136.
    Robertson, M. R. (2012). Teachers extra credit- 10 steps to create your educational on YouTube: The edu playbook. Retrieved from http://tubularinsights.com/edu-playbook/
    Rojek, C. (2005). Leisure Theory: Principles and Practice. Springer.
    Rosengren, K. E. (1974). Uses and gratifications: A paradigm outlined. The Uses of Mass Communications: Current Perspectives on Gratifications Research, 3, 269-286.
    Rubin, A. M. (1994). Media uses and effects: A uses-and-gratifications perspective. In J. Bryant & D. Zillmann (Eds.), LEA's communication series. Media Effects: Advances in Theory and Research (pp. 417-436). Hillsdale, NJ, US: Lawrence Erlbaum Associates, Inc.
    Ruggiero, T. E. (2000). Uses and gratifications theory in the 21st century. Mass Communication & Society, 3(1), 3-37.
    Salen, K., Tekinbaş, K. S., & Zimmerman, E. (2004). Rules of play: Game Design Fundamentals. MIT press.
    Schutz, W. C. (1959). FIRO: A Three-Dimensional Theory of Interpersonal Behavior. Holt, Rinehart and Winston (1960)
    Sherry, J. L. (2004). Flow and media enjoyment. Communication Theory, 14(4), 328-347.
    SOCIALBLADE. (2018). Top 250 YouTubers in Taiwan sorted by subscribers Retrieved from https://socialblade.com/youtube/top/country/tw/mostsubscribed
    Stephenson, W. (1964). The Play Theory of Mass Communication. NJ: Transaction Publishers.
    Stets, J. E., & Burke, P. J. (2000). Identity theory and social identity theory. Social Psychology Quarterly, 63(3), 224-237.
    Swan, J. E., & Combs, L. J. (1976). Product performance and consumer satisfaction: A new concept. Journal of Marketing, 40(2), 25-33.
    Tajfel, H. (1974). Social identity and intergroup behaviour. Information and International Social Science Council, 13(2), 65-93.
    Tontini, G., & Dagostin Picolo, J. (2013). Identifying the impact of incremental innovations on customer satisfaction using a fusion method between importance-performance analysis and Kano model. International Journal of Quality & Reliability Management, 31(1), 32-52.
    URAD. (2016). Eleven tips to increase the exposure of YouTube channels. Retrieved from https://www.urad.com.tw/1605180001/
    Van Ryzin, G. G., & Immerwahr, S. (2007). Importance‐performance analysis of citizen satisfaction surveys. Public Administration, 85(1), 215-226.
    Williams, F., Phillips, A. F., & Lum, P. (1985). Gratifications associated with new communication technologies. Media Gratifications Research: Current perspectives, 241-252.

    下載圖示 校內:2023-08-15公開
    校外:2023-08-15公開
    QR CODE