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電子運動遊戲之參與動機、運動涉入與人際關係之研究-以國中生為例

Participation Motivation, Sport Involvement and Interpersonal Relationships in Electronic Sport Game-Evidence from Junior High School Students

摘要


本研究探討關於國中生使用電子運動遊戲的參與動機、運動涉入及人際關係之間的相互影響,採問卷調查法,以桃園市與新竹市的國中生為研究對象,共回收有效問卷720份。研究結果發現:(一)參與電子運動遊戲對運動涉入有正向影響;(二)參與電子運動遊戲對人際關係有正向影響;(三)運動涉入對人際關係有正向影響;(四)遊戲平台及場所的改變-因硬體設備的普及,國中生最常使用的遊戲平台為智慧型手機(佔40.1%);最常玩運動遊戲的地點是在家中(佔86.8%)。本研究並根據研究結果提出相關的建議,提供教育相關單位與遊戲業者,在設計遊戲與管理遊戲社群時,能有相關參考數據。

並列摘要


This study discussed the mutual effect between participation motivation, sport involvement and interpersonal relationships when junior high school students play the electronic sport game. This study adopted questionnaire survey and took junior high school students in Taoyuan City and Hsinchu City as the research subjectss. 720 valid questionnaires were retrieved in total. The research findings show that: (1) participating in electronic sport game has the positive effect on sport involvement; (2) participating in electronic sport game has the positive effect on interpersonal relationships; (3) sport involvement has the positive effect on interpersonal relationships; (4) the game platform most commonly used by junior high school students is smartphone (accounting for 40.1%); the place where they play sport game most is at home (accounting for 86.8%).

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