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線上遊戲遊憩參與及成癮關係之探討-遊憩專門化觀點

Relationship between On-line Game Participation and Addiction-Recreation Specialization Viewpoint

摘要


線上遊戲不受時地限制的特質與其獨特之遊戲魅力,使得線上遊戲儼然成爲時下普遍之休閒活動;其遊戲「進階」型態的吸引力與遊戲玩家過度沉迷的現象,讓遊戲成癮的問題引起廣泛的注意與討論。「遊憩專門化理論」是解釋遊憩參與「進階」特質的重要論述,本研究將由遊憩專門化以及玩家遊憩參與樣態,深入探討線上遊戲之遊憩參與,並檢視其與遊戲成癮的關係,以進一步釐清線上遊戲之遊憩參與及造成遊戲成癮的關鍵課題。 本研究以台灣熱門遊戲討論網站做爲抽樣架構,收集了357份有效樣本進行分析。結果顯示不同遊憩專門化程度之玩家,其線上遊戲的參與特質有顯著差異,專門化程度越高之玩家在遊戲的花費、遊戲的頻次及每次的遊戲時間均明顯較高。玩家現階段的遊憩參與特質(遊戲時間、頻率、花費等)與遊戲的成癮有顯著的相關性。相對於遊憩參與特質,玩家專門化的進階特性對玩家成癮現象的解釋力較高,也提供更仔細的關係解析。遊憩專門化的三個次構面(技巧、承諾、行爲)與成癮的四個次構面(戒斷症狀、衝突、影響行爲、虛擬控制感)有顯著的相關,其中又以遊憩專門化的「承諾」對線上遊戲成癮的「戒斷症狀」的關係最明確。

並列摘要


To date, on line game definitely has became a popular leisure activity according to the unlimited accessibility of time and site, and the unresisting game attraction. However, problems of game addiction have led much debate by the addicting game characteristic-advance. The ”Advance” character has become central part of ”Recreation Specialization” theory. Research discuses the recreation characteristics of on line game by examining players' participations and specialization, provides insights for the key issues of online game addiction by further examinations. Deta was collected by on line questionnaire; the most popular game discussion sites were employed as sampling frame. Result indicated that each level of specialization showed distinct game participations, also players with higher level of specialization revealed significant amount of gaming characteristics of players to gaming addiction. However the long-tern advance characteristics of specialization theory pro4ide more description on gaming addition rather than currents participating characteristics. Significant relations were found between factors of specialization and addiction, especially highly correlation was found between ”commitment” factors from specialization, ”withdraw symptom” and ”europhia” factors from addiction construct. In addition, recreation specialization exhibited stronger relation on addiction than participations such as amount of gaming time, frequent & cost.

參考文獻


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資策會()。,未出版。

被引用紀錄


陳詩偉(2012)。線上遊戲社群意識、沉迷與體驗幸福感影響關係之研究-以星海爭霸為例〔碩士論文,國立高雄餐旅大學〕。華藝線上圖書館。https://doi.org/10.6825/NKUHT.2012.00047

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