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線上遊戲行為與自我認同喪失實證研究

An Empirical Study of Online Game Behavior and Self- identity

摘要


近幾十年來臺灣環境變遷,原農村社會環境因都市化的高度發展而改變,學生的活動空間逐漸減少,以致部分學生被迫往線上遊戲世界探索。線上遊戲不只是個網路活動,它還提供了一個空間,這個空間模糊了真實與虛擬空間的界線,玩家可以在此虛擬的世界自由選擇不同的角色來扮演,並在此過程中尋求不一樣的自我,以滿足現實生活中所達不到的。玩家在線上遊戲中透過角色扮演,可以創造一英雄的角色來滿足現實社會中所不能做到的事情,也因此沈迷的角色扮演造成在現實社會的自我認同喪失。本文試圖釐清學生遊玩線上遊戲的各種行為及影響在現實社會的自我認同喪失情形。研究對象針對線上遊戲有一定認知與涉獵的玩家進行問卷之發放,其中針對大學生進行深入的訪談,歸納出線上遊戲造成玩家喪失自我認同因素之關係,並提出研究之結論與建議。

並列摘要


On-line game is not only a network activities, it offers a space, which is fuzzy boundary line of true and fictitious space, it enable players a free choice to act different roles there. Therefore, players freely going on-line games and acting the roles as they wish, furthermore to seek for different self-identification in processes, those help them to meet the needs which will not be met in the actual life. Users are in role playing, it creates one as hero that’s not satisfied in their realistic life, these are the reasons cause their loose of self-identification. This study intended to clarify the impact of various kinds of behaviors toward the loose of self-identification while they are staying on-lime games. The contribution of this study will attribute and develop a model of game playing and the relationship to the loose of self-identification. The research objects are required to have certain cognition and player dabbling to carry on the granting of the questionnaire to the on-line game, among them receive depth interview which are college students, to sum up the relationship causes players lose their identification and confirm the factors of that, we also propose the conclusions and suggestions of this research.

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