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從心因性數位桌遊探討個人決策風格對於價值觀與生涯發展的影響

Using Psychogenic Digital Board Game to Investigate the Influence of Personal Decision-Making Style to Value and Career Development Choice

摘要


每個人於兒童期、青少年期、壯年期及老年期所遭遇的情境不盡相同,且所要追求的目標也不同,相對地,面對的決策也一定不同。現代桌上遊戲愈來愈盛行,將數位科技融入桌遊可增加趣味性與創新性。因此,本研究依據Erikson的人格發展論開發一套心因性數位桌遊,將玩家依據決策風格量表分成主動決策與被動決策類型;透過數位桌遊、青少年生涯發展量表及Schwartz的價值觀量表協助玩家生涯發展與價值觀之影響。研究結果發現,此款數位桌遊能給予青少年生涯規劃的刺激,另外,主動決策者對於「開放」價值觀與生涯態度上有顯著差異;被動決策者對於「自我增進」價值觀有顯著差異。

並列摘要


Human development includes childhood, adolescence, maturity and old age. Each of these periods encounters challenging situations, and since the desired goals differ, the decisions must also differ. Modern table games have become more popular; the digital technology embedded into board games increases the fun and innovation. Therefore, this study on basic of personality development, developed by Erikson, develops a psychogenic digital board game. The players are divided according to active and passive decision-making styles by a decision-making style scale. Through the digital board game, Teenagers Career Development Scale and Schwartz Value Scale help to assist players in regard to Career Development and values. The results show that Life Choice can stimulate teenagers in their career planning. In addition, positive decision makers for the "open" values and attitudes of career planning exhibit significant differences. Passive decision makers in relation to "self-promotion" values show significant differences.

參考文獻


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