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  • 學位論文

國中生線上遊戲涉入程度與健康相關研究-以高雄市左營區國中為例

The relationship between involvement in online games and the health among junior high school students –a case study of Kaohsiung Tsoying

指導教授 : 陳政友
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摘要


本研究主旨為探討國中生線上遊戲涉入程度與健康相關因素研究,以高雄市左營區100學年度第二學期有參與線上遊戲的國中生為母群體,採分層隨機抽樣,抽取國中生546人為樣本,以橫斷式調查法進行研究,研究結果重要發現如下: 一、研究對象接觸電玩遊戲時間平均為五年;父母親對於孩子使用電腦的態度為「偶爾限制」;有一台可上網電腦且在自己房間者約有三成;研究對象星期一到五玩線上遊戲平均一天1.65小時,假日平均一天玩4.19小時;研究對象玩線上遊戲的內在動機屬中上程度,外在動機屬中等程度;生理、心理及社會健康皆屬中上程度。 二、研究對象之線上遊戲涉入程度會因性別、母親教育程度、父母親對於孩子使用電腦的態度、家中是否有可上網的電腦之不同水準而有顯著差異。其中以男生、母親教育程度為高中高職者、父母親對於孩子使用電腦的態度為「不會限制」者、家中有可上網電腦,且在自己房間者、接觸電玩遊戲時間越久者、學業成績越差者、內在動機與外在動機越強者,其線上遊戲涉入程度較高。 三、研究對象之性別、兄弟姊妹數目、父親教育程度、母親教育程度、接觸電玩遊戲時間、父母親對於孩子使用電腦的態度、家中是否有可上網的電腦、學業成績等背景變項以及內在動機、外在動機可有效預測線上遊戲涉入程度,且可解釋其總變異量的31.7%;其中以接觸電玩遊戲時間、父母親對於孩子使用電腦的態度、家中是否有可上網的電腦、學業成績、外在動機等為主要預測變項,且以學業成績對線上遊戲涉入程度的解釋力最大。 四、研究對象之線上遊戲涉入程度與其生理健康、心理健康、社會健康皆呈正相關;且在控制背景變項與內、外在動機後,線上遊戲涉入程度皆能有效預測研究對象之生理、心理及社會健康,結果顯示研究對象線上遊戲涉入程度越深,其生理、心理及社會健康皆越差。 根據研究結果,本研究針對教育者、家庭中主要照顧者和後續研究方面提出若干建議,以作為未來有關國中生線上遊戲涉入程度與其健康相關因素研究之參考。

並列摘要


The main purpose of the research was to investigate the relationship between involvement in online games and the health of junior high school students. Based on a cross-section survey, 546 students from five junior high schools in Kaohsiung Tsoying were sampled by a stratified random sampling in May 2012. The major findings are shown as follows: 1.In average,students have 5 year of video game experience. Parents of these students sometimes limit their children from using computers. About 30 percent of the students have a computer in their bedrooms which can surf the internet. Students spend about 1.65 hours on online games per day from Monday to Friday and 4.19 hours per day during the holidays. Students’ internal motivation was medium-high level, and the external motivation was medium level. The physical, mental, and social health of these students were medium-high level. 2.There is a significant difference between the involvement in online games: gender, mother’s level of education, parents’ attitude to children’s use of computers, and avaliability to a computer which can surf the Internet, are all variables. Males who had no limits to surfing the Internet, bad access to a computer in their bedrooms, had plenty of online game playing experience, typically received poor grades, had a mother who only graduated from senior high school, and had high internal and external motivation tended to play online games a lot more. 3.The varied levels of involvement in playing online games could be effectively predicted and explained by reaserch variables, including gender, number of siblings, parents’ level of education, experience in playing online games, limits placed by the parent restricting usage of the computer, a computer in the bedroom which can surf the Internet, students’ grades at school, and internal and external motivation. The variance made up 31.7% of the sampling .The main variables that predicted high online game involvement were: having more experience of playing online games, parents’ attitude to limit child to use computer, having a computer in the bedroom which could surf the Internet, students’ grades at school, and external motivation. The most important variable that predicted involvement in online games was students’ grades at school. 4.A positive correlation was shown between students’ physical, mental, and social health and the involvement in online games. After controlling the background variables and internal and external motivations, the involvement in online games can effectively predict the physical, mental, and social health conditions. The research also reveals that the higher the students’ involvement in online games are, the worse their physical, mental, and social health conditions become. This research provides some suggestions for educators, parents and guardians, and future research on the relationship between involvement in online games and health.

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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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