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  • 學位論文

網路遊戲對人際關係、學習成就的影響-以高中生為例

The Impact of Online Game on Interpersonal Relationship and Learning Achievement -An Example of High-School Students

指導教授 : 鄭文英

摘要


本研究以高雄市某高中學生為研究對象,探討網路遊戲對高中生人際關係、學習成就之間的關聯性。本研究以文獻整理及問卷調查等方式蒐集與分析資料,並運用SPSS統計分析軟體進行分析,獲得研究結論如下: 1.人口統計變項對網路遊戲使用動機、使用行為、人際關係與學習成就等各構面間,部分有顯著差異。 2.網路遊戲使用動機與使用行為、人際關係及學習成就等各構面間,皆為部分有顯著相關,相關度為中、低度相關。 3.經運用迴歸分析法驗證後發現,網路遊戲使用動機對網路遊戲使用行為間有顯著影響。 4.經階層迴歸分析法驗證後發現,網路遊戲使用動機無法透過網路遊戲使用行為對人際關係正向自我評估造成影響;網路遊戲使用動機透過網路遊戲使用行為對人際關係反向自我評估、網路遊戲中的人際關係皆有顯著影響。 5.經階層迴歸分析法驗證後發現,網路遊戲使用動機透過網路遊戲使用行為對自我課業的評估、對網路遊戲對課業的影響皆有顯著影響。 最後,本研究根據分析結果提出相關管理意涵與實務建議,及研究限制與後續研究建議。

並列摘要


In this thesis, the author uses a sample of senior high students in Kaohsiung to explore the relationship of online games with interpersonal relationships and learning achievement. In this study, the author utilizes both a literature review and a survey, including data analyzed with SPSS statistical analysis software, in order to obtain the following conclusions: 1. The relationship between demographic factors and the motivation to use online games, online gaming behavior, interpersonal relationships, and learning achievement is partially significant. 2. There is a partially significant relationship between the motivation to use online games, online gaming behavior, interpersonal relationships, and learning achievement. The degrees of the relationships are medium and weak. 3. Using regression analysis, a significant relationship was found between the motivation to use online games and online gaming behavior. 4. Hierarchical regression analysis found a lack of any effect of online gaming behavior on the motivation to play online games, based on a positive self-assessment in interpersonal relationships. Conversely, there is a significant impact of online gaming behavior on the motivation to use online games, based on a negative self-assessment in interpersonal relationships. 5. Using hierarchical regression analysis, it is shown that there is a significant impact of online gaming behavior on the motivation to use online games, based on a self-assessment in schoolwork. Finally, the analysis of the results examines related management issues, practical suggestions, as well as implications for future research.

參考文獻


王澄華(2001)。人格特質與網路人際互動對網路成癮的影響。碩士論
汪維揚、林家瑋(2009)。台灣網路遊戲產業成長與競爭動態之研究。資
陽科技大學企業管理系,台中縣。
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被引用紀錄


何惠凱(2013)。國小中年級學童網路使用行為與學習成就之相關研究〔碩士論文,國立高雄師範大學〕。華藝線上圖書館。https://doi.org/10.6817/NKNU.2013.00021
高冠雄(2013)。雲林縣國小高年級學童涉入網路遊戲因素之研究〔碩士論文,國立虎尾科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0028-0207201314530300

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