The Study of Taiwan E-Sports Athlete's Sports Career Development

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The Study of Taiwan E-Sports Athlete's Sports Career Development 國立臺灣師範大學運動與休閒學院 運動休閒與餐旅管理研究所 碩士論文 Graduate Institute of Sport, Leisure and Hospitality Management College of Sports and Recreation National Taiwan Normal University Master’s Thesis 臺灣電競選手運動生涯發展歷程及社會支持之研究 The Study of Taiwan E-Sports Athlete’s Sports Career Development Process and Social Support 連育瑩 Lian, Yu-Ying 指導教授:程紹同 博士 共同指導:林伯修 博士 Advisor:Cheng, Shao-Tung, Ph.D. Co-advisor:Lin, Po-Hsiu, Ph.D. 中華民國 109 年 02 月 February 2020 謝 辭 時間過得好快,兩年的碩士生活,不斷地把自己掏空後再重新填滿,雖然過程中 曾經懷疑過自己的決定,也發生了許多意料之外的事情,但真真切切走過後才發現, 這一切是如此美好又珍貴,而我原來擁有的是那麼樣的多,也才明白時間真的也許不 是答案,但答案一直藏在時間裡。 謝謝碩士生活遇到的每個人,也謝謝家人這段時間的體諒。口委怡秀老師給予我 許多論文上的建議、訪談的選手們以及 HKA 團隊,謝謝你們讓我的論文更臻完善。 謝謝指導教授紹同老師,很感謝當初因為工作有機會認識老師,並進入師大與老 師學習,無論是學業或做人處事,老師您總是以身作則,忙碌之餘也時時督促我們前 進,並不斷在工作上努力實踐運動管理的精神,提醒著我們勿忘初衷,老師辛苦了! 謝謝共同指導教授伯修老師,一直覺得自己很幸運,身為共指的學生,也能擁有 老師、學門學長姐、同學與學弟妹滿滿的照顧和關心。從臺灣到日本,從走廊上到榕 樹下,無論是論文或生活,都有老師的叮嚀和分享。總能在每次與老師的談話中更釐 清也更認識自己,真的謝謝老師很多 很多。 謝謝美燕老師,因為老師才認識休旅所,也才有機會進入到師大。儘管有時只是 在走廊上遇見,但老師總是溫暖地關心著我的近況,也給予我很多學習的機會。謝謝 每一位休旅所的老師,在大研被論文困住時,有朱老師、儷蓉老師親切的關心,讓苦 悶的心情輕鬆不少、也有方老師、王老師豐富的課程讓我有機會接觸不同的產業。 謝謝小渝姐,永琦姐、婉華學姐、季軒學姐,從剛入學的說明會、研討會、陸運 會,大大小小的事情,都非常麻煩你們,謝謝有你們一直作為我們最大的後盾。 謝謝聲佶學長、小敏博士總是不厭其煩地給予我研究上的建議。謝謝陪我一起經 歷好多好多的安然、每次見到都讓我倍感安心的佳運以及無時無刻督促我的 Byrant。 臺大田、佩蓁、盈欣,在你們的最後一學期,有著一起待在大研努力奮戰的回 憶,那些辛苦好像就不那麼苦了。俋蓁、閔翔、家緯,很開心伯門有你們陪我,一起 經歷 Proposal、Final 大魔王,也在每個輪流說著想休學的時刻互相鼓勵,謝謝我們都 沒有放棄。程門的嘉謙、張詣,謝謝你們在關鍵時刻的幫忙。伯門的廷親、芯瑜、朱 朱、嘉銘,不管是大研或榕樹下,都有你們一起說苦、一起努力,再一起大笑、一起 完成。大研常駐的大師、浩宇、品辰、柏宏、小陸,謝謝 貴家門的冷笑話點綴了大研 煩悶的日子。 謝謝每一個你們,還有你,當我懷疑自己和世界時,你們給過我答案。 連育瑩 於國立臺灣師範大學運動休閒與餐旅管理研究所 2020.02.20 i 臺灣電競選手運動生涯發展歷程及社會支持之研究 2020 年 02 月 研 究 生:連育瑩 指導教授:程紹同 共同指導:林伯修 摘 要 本研究之目的為從社會支持角度分析臺灣電競選手的運動生涯發展歷程、社會支持 的變化及社會支持對於電競選手的影響。本研究以深度訪談方式訪談七位臺灣電競選手、 一位教練及一位隊友。研究結果發現電競選手的運動發展歷程與電競產業的發展脈絡息 息相關,隨著電競選手進入不同的運動發展階段社會支持來源隨之改變。啟蒙期以兄弟 姊妹、同學為主,精熟期進入職業後則以教練、隊友、父母為主,網際網路的發展也讓 網路社群成員成為目前電競選手重要的社會支持來源,到了離開期則以父母和職業隊伍 提供的支持為主。本研究結論為,不同的階段社會支持的來源有所不同,對於電競選手 也會產生不同的影響。然而並非僅有正面影響,過度提供與時機不恰當時,社會支持有 時也會成為電競選手的壓力來源。 關鍵詞:電子競技、社會支持、電競選手、運動生涯發展歷程 ii The Study of Taiwan E-Sports Athlete’s Sports Career Development Process and Social Support February, 2020 Author: Lian, Yu-Ying Advisor: Cheng, Shao-Tung Co-advisor: Lin, Po-Hsiu Abstract The purpose of this study is to analyze developing process of the sports career of Taiwan e-sports athletes, the changes in social support and the impact of social support on e-sports athletes. This study interviewed seven Taiwan professional e-sports athletes, a coach and a teammate in an in-depth interview. The research results show that the development process of e-sports athletes is related to the development of e-sports industry. As e-sports athletes enter different stages of sports career development, the sources of social support change accordingly. In the period of initiation is mainly form brothers, sisters and classmates. In the mastery stage, the coach, teammates and parents are the mainstays. The development of the Internet has also made the members of the online community an important source of social support for e-sports athletes. In the period of discontinuation, the parents and professional teams are the main sources of social support. Therefore, the sources of social support may be different at stages, and may have different effects on e-sports athletes. However, social support does not only positive impact on e-sports athletes. Excessive support or timng inappropriate, the provision of social support can sometimes become a source of stress for e-sports athletes. Key words: esport, social support, esports player, career development iii 目 次 謝辭……………………………………………………………………………………i 中文摘要……………………………………………………………..………………………..ii 英文摘要……………………………………………………………..……………………….iii 目次………………………………………………………………….…………...……………iv 表次…………………………………………………………………………………..………vii 圖次…………………………………………………………………................……….……viii 第壹章 緒論…………………………………………………………………1 第一節 問題意識…….………………………………………………………………1 第二節 研究目的…...…………………………………………………………………3 第三節 研究範圍…..…………………………………………………………………4 第四節 研究限制...……………………………………………………………………4 第五節 研究重要性.…….....…………………………………………………………4 第六節 名詞操作型定義.………..……………………………………………………..5 第貳章 文獻探討…...…………………………………..……………………..7 第一節 電競發展概況………………………………………………………………7 第二節 英雄聯盟遊戲發展概況……………………………………………..……12 第三節 運動生涯發展歷程………………..………………………………………15 第四節 社會支持…………………….…………………………………………………18 第五節 電競選手與社會支持之相關研究 ................................................................ 21 第六節 本章小結 ...................................................................................................... 27 iv 第參章 研究方法 .......................................................................................... 28 第一節 研究架構 ...................................................................................................... 28 第二節 研究流程 ...................................................................................................... 29 第三節 研究對象 ...................................................................................................... 30 第四節 資料蒐集方法............................................................................................... 31 第五節 研究工具 ...................................................................................................... 33 第六節 資料處理程序............................................................................................... 37 第七節 研究信實度 .................................................................................................. 38 第肆章 研究對象運動生涯發展歷程之側寫 ............................................... 40 第一節 玩遊戲也可以當飯吃 3Z ............................................................................. 40 第二節 第一志願的電競選手 東山 ......................................................................... 42 第三節 分析師的選手夢 Gengar ............................................................................. 44 第四節 宅男變成正常人 Bobo ................................................................................ 45 第五節 放不下的比賽魂 阿齊 ................................................................................. 47 第六節 世界冠軍教練 Dee ...................................................................................... 49 第七節 電競公務員 小亮 ......................................................................................... 50 第伍章 臺灣電競選手運動生涯發展歷程與社會支持 ................................ 53 第一節 臺灣電競發展歷程中的電競選手 ................................................................ 53 第二節 電競選手的社會支持 ................................................................................... 72 第三節 社會支持對於電競選手運動生涯發展歷程的影響 ..................................... 82 v 第陸章 結論與建議 ...................................................................................... 89 第一節 結論 .............................................................................................................. 89 第二節 建議 .............................................................................................................. 91 引用文獻 .......................................................................................................... 92 附錄 ............................................................................................................... 107 附錄一 訪談同意書 ................................................................................................ 107 附錄二 訪談大綱-選手 ......................................................................................... 108 附錄三 訪談大綱-隊友 ......................................................................................... 110 附錄四 訪談大綱-教練 ......................................................................................... 111 vi 表 次 表 2-1-1 電競之定義 ........................................................................................................10 表 2-2-1 2015-2019 年 LMS 聯賽參賽隊伍 .....................................................................14 表 2-5-1 2006-2019 年電競相關研究情形 .......................................................................22 表 2-5-2 2007-2019 年電競選手相關研究情形 ...............................................................23 表 2-5-3 2009-2019 年運動選手社會支持相關研究情形 ................................................25 表 3-3-1 訪談對象基本資料.............................................................................................30 表 3-5-1 訪談大綱 ............................................................................................................34 表 3-5-2 個人訪談表 ........................................................................................................35 表 3-5-1 專家小組名單 ....................................................................................................37 vii 圖 次 圖 2-3-1 運動生涯發展歷程圖 .........................................................................................17 圖 3-1-1 研究架構圖 ........................................................................................................28 圖 3-2-1 研究流程圖 ........................................................................................................29 viii 第壹章 緒論 本章共分為六節,分別為:第一節、問題意識;第二節、研究目的;第三節、研究 範圍;第四節、研究限制;第五節、研究重要性;第六節、名詞操作型定義。 第一節 問題意識 電子競技 (e-Sport,簡稱電競) 是人們藉由資訊設備與通訊技術 (如電腦、手機等), 培養和訓練身體與心理能力的一項運動 (Wagner, 2006),包含許多競賽遊戲項目,在眾 多的競賽遊戲項目中以英雄聯盟 (League of Legends, LoL) 最受歡迎 (Donaldson, 2017), 英雄聯盟為美國遊戲開發商 Riot Games 在 2009 年推出的遊戲,擁有 6700 萬的玩家基 礎 (Agha, 2015),也成為 2018 年印尼雅加達亞運電競項目的競賽遊戲項目之一 (Olympic Council of Asia [OCA] , 2017)。 在電競比賽的現場,總能看到滿滿的人潮,根據統計 2016 年全球電競產值達 4.9 億 美元、賽事觀賞人口 2.8 億,2018 年全球電競產值達 9.05 億美元、賽事觀賞人口亦增加 至 3.8 億 (Newzoo, 2018),分別成長了 84.69%及 35.71%,可以看出近年來電競運動在 全球的快速發展。由於電競賽事職業化與商業化的發展,開始出現電競是否為運動的討 論,Parry (2019) 認為使電競成為運動的動機,在於為了獲得進入運動市場的商業考量 及利益。雖然目前國際間對於電競是否為運動尚無共識,但電競已分別成為 2017 年土 庫曼亞洲室內暨武術運動會、2018 年印尼雅加達亞洲運動會 (Asian Games,簡稱亞運) 的示範項目及表演項目 (OCA, 2017)。臺灣官方則在 2017 年透過立委及電競協會居中 協調並舉辦公聽會討論過後,在 2017 年底正式將電競納入運動產業,並且成為 2018 年 全國大專院校運動會的正式比賽項目之一 (李容萍,2018)。 姑且不論電競成為運動的動機為何,臺灣由於科技產業的發展,除了具備硬體及資
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