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兒童在《楓之谷》做些甚麼?探討兒童玩線上遊戲的行爲與態度

What Did They Do Playing MapleStory? Examining Children's Behaviors and Attitudes

摘要


本研究主要透過訪談27位國小五、六年級生,瞭解兒童在玩線上遊戲楓之谷時所展現的遊戲行爲與態度,分別由五大方向進行探討:(一)交友互動,(二)買賣行爲,(三)升等策略,(四)方位感知,(五)學習評估。本研究顯示兒童遊戲的策略深受樂趣所在影響,並因遊戲夥伴的不同,而賦予遊戲不同的意義,可能視爲與朋友共玩的遊戲、現實世界的擴展、或獨享的遊戲,因而也延伸出多種風貌的遊戲行爲。

並列摘要


This study interviewed 27, 5-6th graders to understand their attitudes and behaviors while playing the MapleStory online game. Discussions were focused on the following aspects: (1) peer interactions, (2) trading behaviors, (3) task achieving strategies, (4) spatial orientations, and (5) self-evaluated learning effect. Based on these findings, this study identified various perspectives children held for the game. Some regarded it as a game shared with friends. Some considered it as a virtual world which extends their real life. Some see it as a world completely separated with their real life. Some treat it as a game just for themselves only. These perspectives may affect their behaviors displayed in the game.

並列關鍵字

Children Strategy Online-game Social interaction

被引用紀錄


廖世榮(2012)。國小高年級學童對線上遊戲偏好之研究〔碩士論文,國立虎尾科技大學〕。華藝線上圖書館。https://doi.org/10.6827/NFU.2012.00003
林莉臻(2017)。PaGamo 遊戲融入六年級社會領域教學之研究〔碩士論文,國立清華大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0016-1108201715153800

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