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國、高中生之網路遊戲可近性、同儕影響、網路遊戲正向預期、幸福感及網路遊戲成癮之路徑探討

Accessibility, Peer Influence, Positive Internet Gaming Use Expectancy, Well-Being, and Internet Gaming Addiction among Junior and Senior High School Students

摘要


研究目的:過去文獻指出可近性與同儕影響力為青少年網路遊戲成癮的預測因子,但較少研究探討其可能機制。本研究根據文獻分析整合預測因子間關係並提出路徑假設。研究方法:以「104年學生網路使用情形調查」部份資料分析,經分層和叢集隨機抽樣具代表性國、高中樣本,有效樣本為2,806、3,312人;經家長與學生同意後,施測網路遊戲成癮、同儕影響、網路遊戲可近性、網路遊戲正向預期及幸福感等量表。研究結果:在國、高中生樣本均證實網路遊戲正向預期完全中介同儕影響與網路遊戲成癮間關係,也間接中介網路遊戲可近性與網路遊戲成癮間關係;但幸福感調節此中介效果,即當幸福感愈高時,網路遊戲正向預期對網路遊戲成癮程度的預測力減弱。研究結論:本研究支持網路遊戲成癮正向預期在國、高中生環境社會因子與網路遊戲成癮間的中介角色,但幸福感則在國、高中生網路遊戲成癮發展歷程扮演保護性角色。研究發現具有理論貢獻,可供青少年網路遊戲成癮預防和處遇策略擬定之參考。

並列摘要


Purpose: Previous studies indicated that accessibility and peer influence predicted internet gaming addiction among adolescents, but few studies have investigated the underlying process. Based on the literature review, we hypothesized that positive internet gaming use expectancy would mediate the links between accessibility, peer influence and internet gaming addiction, and that well-being would moderate this mediating effect. Methods: This study is part of an investigation of teen internet use conducted in 2015 in which participants were recruited from junior and senior high schools throughout Taiwan using both stratified and random cluster sampling. The valid samples were composed of 2,806 junior high school and 3,312 senior high school students. After obtaining the students' and their parents' informed consent, the students completed questionnaires in class on background characteristics, internet gaming accessibility, peer influence, positive internet gaming use expectancy, well-being, and internet gaming addiction. Results: The results in both junior and senior high school samples consistently indicated that peer influence predicted internet gaming addiction, and that this relationship was fully mediated by positive internet gaming use expectancy. Accessibility directly and indirectly predicted internet gaming addiction, mediated by positive internet gaming use expectancy. However, the level of well-being significantly moderated the mediating effect of positive internet gaming use expectancy in linking internet game accessibility and peer influence to internet gaming addiction. Further analyses indicated that the predictive power of positive internet gaming use expectancy on internet gaming addiction weakened as the level of well-being increased. Conclusions: These findings provide empirical evidence to support the mediating role of internet gaming expectancy and the protective role of well-being in the link between social risk factors and internet gaming addiction among adolescents. Our findings clarify the mechanism through which peer influence has its impact on gaming addiction and can be used to design prevention and treatment strategies for gaming addiction among adolescents.

參考文獻


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