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大學生參與電玩遊戲休閒效益之研究:以某科技大學為例

A Leisure Benefit Research of Undergraduate Students Playing Video Games: Using a College as Case Study

摘要


在現代社會中電玩遊戲已成為年輕人不可或缺的休閒活動之一,近年來不乏新聞媒體報導參與電玩遊戲所產生的負面影響,卻鮮少有研究去探討參與電玩遊戲所產生的正面休閒效益。因此本研究將以休閒活動參與的觀點來探討此一熱門的休閒活動類型所帶來的休閒效益情況,並以某科技大學的學生為研究對象,分析參與電玩遊戲所產生的休閒效益內涵。本研究以分層隨機抽樣的問卷調查方式,共回收有效問卷1,146份,並利用多元迴歸分析、單因子變異數以及t檢定進行研究驗證。研究結果發現:參與者背景中的學院、住宿情況、性別對於休閒涉入皆具有顯著差異;參與者特質中的參與電玩時數、遊戲花費與是否參與遊戲社團對於休閒涉入亦具有顯著差異。休閒動機會影響參與電玩遊戲的休閒涉入程度,其中以「社交性」的影響效果最為顯著,說明參與電玩遊戲對於參與者而言,具有社會性社交效果。休閒涉入程度對於休閒效益具有顯著影響,其中以「自我表現」最為顯著;休閒涉入程度對於電玩成癮性具有顯著影響,其中以「中心性」最為顯著,表示若電玩遊戲已成為參與者生活重心的一部份,則較容易成癮。而電玩成癮性對於休閒效益具有顯著影響,其中以「顯著性」為最具影響,由此可知幾乎每天玩的參與者成癮性較高,且休閒效益將由正向轉為負向。並且電玩成癮性中的「衝突性」為負值,本研究推論若能降低電玩遊戲的負面衝突時,其休閒效益將會正向提升。

並列摘要


Video game is one of the most popular leisure activities for young adults in recent years. In recent years, there are plenty of news or media reports the negative influence of video games, however, it is seldom that the study have to explore in video game producing the positive effects in leisure benefits. Thus, this study is to analyze the leisure effectiveness in participation in this popular arising type of leisure activity and certain college students are taken as the objects of this study to analyze the leisure effectiveness content produced when participate in video games. In this study the stratified random sampling method was used with a total of 1,146 valid questionnaires was collected and the multiple regression analysis, one-way ANOVA and t-test were further used to validate. The results showed: participant's background in school, accommodation and gender of participants all showed significant difference in leisure involvement; participant's characteristics in length of playing game, expenses of game playing and if join the game club also showed significant difference in leisure involvement. The motivation of video game playing effects the level of leisure involvement, in which the ”sociability” has the most significant effect therefore it explains that the video game has social effects to participants. The leisure involvement showed significant difference in leisure effectiveness, in which the ”self-expression” is the most significant; the level of leisure involvement and gaming addiction showed significant difference to each other, in which ”Centrality” is the most significant, it indicates that video game is part of life and is easy to addict to it. The effectiveness of video game addiction has a significant impact to leisure effectiveness, in which the ”Salience” has the most influence from that we learn that whoever play the video game almost everyday has the higher level of addiction, therefore, the leisure effectiveness become negative. Besides, the characteristic of level of involvement of ”Conflict” in addiction is negative. In our study we assume that if we could reduce the negative confliction in video game then the leisure benefits will become positive.

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