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  • 學位論文

網路遊戲重度使用者如何取得網路和現實生活之間的平衡

A study on how heavy users of online games balance digital and real life

指導教授 : 張貴傑

摘要


網路在近二十年來,已普及於社會裡,網路遊戲的發展也是如此,人們已能隨時透過手機上網玩遊戲,不再被侷限於電腦上玩。而在這些網路普及的年間,過去沉迷於網路遊戲的年輕人,如今也已是出社會工作的成年人,有著穩定的收入和家庭生活。本研究目的旨在探討已出社會工作之成年人,從其主觀經驗中,瞭解網路遊戲重度使用者如何在網路遊戲與現實生活之間取得平衡。本研究採敘事研究,以立意取樣、半結構式訪談的方式,邀請三位網路遊戲重度使用者,分享其平衡網路與現實生活的方式,訪問其過去沉迷網路遊戲的網路與現實生活之經驗與目前網路遊戲與現實生活之經驗,作為敘說的依據,從研究參與者的主觀經驗中,進行有系統地歸納、整理與分析。 本研究發現:一、從研究對象之主觀經驗中,可看到沉迷網路遊戲與原生家庭管教、現實生活挫折和同儕吸引有關;二、從研究對象之主觀經驗中,可看到沉迷網路遊戲除對學業、工作、人際和家庭造成負面影響,亦對人際有正面影響;三、從研究對象之主觀經驗中,可看到能否有效因應沉迷網路遊戲所造成的困擾,與時間掌控的能力有關;四、研究對象之網路遊戲主觀經驗,受現實經濟壓力、網路遊戲環境改變、其他消遣和時間運用而變化。

並列摘要


In the past two decades, the Internet has become prevalent in society, and the development of online games has followed suit. People can now play games online anytime through their mobile phones, no longer limited to playing on computers. During these years of Internet popularity, young individuals who were previously addicted to online games have now grown up and entered the workforce as adults with stable incomes and family lives. The purpose of this study is to explore how adult individuals who have entered the workforce can achieve a balance between online gaming and real-life experiences, based on their subjective experiences. This study adopts a narrative research approach, using purposive sampling and semi-structured interviews to invite three heavy users of online games to share their ways of balancing the Internet and real-life experiences. The interviews will cover their past experiences of being addicted to online games and their current experiences of online gaming and real-life. These narratives will serve as the basis for systematic summarization, organization, and analysis, derived from the subjective experiences of the research participants. This study reveals the following findings:1. Based on the subjective experiences of the research subjects, it can be observed that addiction to online games is related to upbringing in the original family, setbacks in real life, and peer attraction.2. Based on the subjective experiences of the research subjects, it can be observed that addiction to online games not only has negative impacts on academics, work, interpersonal relationships, and family but also has positive impacts on interpersonal relationships.3. Based on the subjective experiences of the research subjects, it can be observed that the ability to effectively cope with the troubles caused by addiction to online games is related to time management skills.4. The subjective experiences of the research subjects regarding online gaming are influenced by real-life economic pressures, changes in the online gaming environment, other leisure activities, and time allocation.

參考文獻


參考文獻
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