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A Study of Relationship between Motivation, Involved and Leisure Benefits-Using Play Games Addiction as Moderating Variables

電玩遊戲參與動機、涉入程度與休閒效益關係之研究-以電玩成癮為干擾變數

摘要


本研究之目的主要探討探討電玩遊戲參與動機、涉入程度與休閒效益之關係,並以電玩遊戲成癮為干擾變數。本研究主要蒐集1,146份有效樣本,並以Multiple Group SEM分析驗證研究模式的路徑關係與干擾效果。研究結果顯示,電玩遊戲的參與動機對休閒涉入與休閒效益具有正向影響關係,電玩遊戲的涉入程度對休閒效益亦具有正向影響關係;由此顯示,涉入程度具有部分中介效果。另外,電玩遊戲成癮會干擾「參與動機對休閒效益的路徑關係」。

關鍵字

電玩成癮 休閒效益

並列摘要


The main purpose of this study is to explore the correlations among play motivation, involvement, and leisure benefit for videogames, using videogame addiction as the mediating variable. This study primarily collects 1,146 valid samples, using the Multiple Group SEM analysis to verify the path relationships of the research model and mediating effects. Research results show that in videogames, play motivation has a positive effect on leisure involvement and leisure benefit, involvement with videogames also has a positive influence on leisure benefit; this shows that involvement has a partial mediating effect. In addition, videogame addiction would mediate ”the path relationship between play motivation and leisure benefit.”

參考文獻


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被引用紀錄


李敏聖(2015)。線上遊戲玩家之人格特質、休閒效益、生活壓力對涉入程度之影響〔碩士論文,朝陽科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0078-2502201617132880

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