緒論:本研究基於使用與滿足理論,探討電子競技對青少年心理健康的影響,具體分析電子競技參與、觀賞和消費三方面的行為,以及成就動機、社交動機和沉浸動機、體育參與對青少年心理健康的影響。研究將青少年心理健康劃分為正向情緒、負向情緒、行為症狀和認知功能四個維度,構建並驗證模型,揭示電子競技和遊戲動機以及體育參與對青少年心理健康的複雜影響機制。研究者企圖探索如何藉由電子競技與遊戲動機、體育參與促進青少年心理健康。方法:以橫斷面式與自陳量表的研究設計,於青少年電子競技玩家的問卷回答,有效問卷共計1037份。資料分析以偏最小平方法,計算研究者所提出的模型架構之結構方程模式,以檢驗相關假說。結果:研究結果顯示,電子競技負向影響青少年心理健康;遊戲動機中的成就動機和社交動機正向影響青少年心理健康,而沉浸動機負向影響青少年心理健康;其中電子競技對青少年心理健康負向影響,部分是通過沉浸動機的中介機轉;在體育參與的調節作用下,電子競技能夠正向影響青少年心理健康。結論:本文研究結果驗證了單一的電子競技對青少年心理健康不利。我們應更加關注體育參與的調節作用,它有助於電子競技在促進青少年心理健康方面的積極效果。研究者建議學校和社區組織定期的心理健康檢查和舉辦講座。學校和社區組織應當制定指導原則和政策,鼓勵青少年參與體育活動以促進社交互動和團隊精神,平衡電子競技的負面影響。
Introduction: Based on the theory of use and satisfaction, this study explores the impact of esports on adolescents' mental health, and specifically analyzes the three aspects of esports participation, viewing and consumption, as well as the impact of achievement motivation, social motivation and immersion motivation, and sports participation on adolescents' mental health. This study divides adolescent mental health into four dimensions: positive emotion, negative emotion, behavioral symptoms and cognitive function, constructs and validates a model, and reveals the complex influence mechanism of esports, game motivation and sports participation on adolescent mental health. Researchers attempt to explore how to promote adolescent psychological health through esports, gaming motivation, and sports participation. Methods: Using a cross-sectional design and self-report scales, a total of 1037 valid questionnaires were collected from adolescent esports players. Data analysis was conducted using Partial Least Squares to calculate the structural equation model proposed by the researchers to test the relevant hypotheses. The research findings were then drafted into an interview outline for further interviews with adolescent esports players, practitioners, and journalists to verify practical phenomena and gain managerial implications. Results: The research results indicate that esports negatively impact the psychological health of adolescents; achievement motivation and social motivation in gaming motivation positively influence the psychological health of adolescents, while immersion motivation negatively affects the psychological health of adolescents; the negative impact of esports on the psychological health of adolescents, in part, is mediated by immersion motivation; under the moderating effect of sports participation, esports can positively influence the psychological health of adolescents. Conclusion: The research findings of this article confirm that individual esports are detrimental to the psychological health of adolescents. We should pay more attention to the moderating effect of sports participation, which contributes to the positive effects of esports on promoting the psychological health of adolescents. Researchers suggest that schools and community organizations conduct regular mental health checks and hold seminars. Schools and community organizations should formulate guidelines and policies to encourage adolescents to participate in sports activities to promote social interaction and teamwork, balancing the negative impact of esports.