圍棋是一種古老的遊戲,由於網際網路的發達賦予了圍棋新的面貌。本研究主要在探討網路圍棋參與者的參與動機與休閒效益、網路圍棋成癮間的關係。研究採便利抽樣,在優仕網問卷(http://survey.youthwant.com.tw/)上針對網路圍棋參與者進行網路問卷調查。問卷的主要內容包括「參與動機」、「休閒效益」、「網路圍棋成癮」、「個人特徵」等四大部份。於2010年3月15日至4月17日期間共收集到有效問卷397份。 本研究利用SPSS for windows 12.0 之統計套裝軟體,進行問卷資料之分析工作。分析方法有:信度分析、因素分析、描述性統計、獨立樣本 t 檢定、單因子變異數分析、皮爾森積差相關等。研究主要發現包含:網路圍棋的參與者以男性居多、年齡以17歲(含)以下最多;教育程度以專科、大學最多;職業以學生最多。開始學棋的管道以圍棋才藝班、圍棋教室最多;圍棋資歷以4~7年最多;網路圍棋資歷以3年(含)以下最多;網路圍棋棋力以初段~4段最多;是否付費以未付費最多;每週下網路圍棋的時間以4小時(含)以下最多;每週面對面下圍棋的時間以沒有最多;最近一年參加圍棋比賽的次數以沒有參加最多。 網路圍棋的參與動機以便利與休閒動機最高,其它依序為教育學習動機、自我肯定動機、逃避現實動機、社交動機。網路圍棋的休閒效益以教育心理效益最高,其它依序為美感效益、社交效益、放鬆效益。參與動機各構面與休閒效益各構面間均具有顯著正相關(r=.200**~.723**),且整體平均動機與整體平均休閒效益間有顯著正相關(r=.808**),顯示參與動機愈高,則所獲得的休閒效益愈高。 網路圍棋棋成癮以成癮核心症狀較高,成癮核心症狀與所有參與動機皆具有顯著正相關(r=.199**~370**)。由於成癮核心症狀為對網路圍棋的著迷程度,顯示參與動機愈高,對網路圍棋的著迷程度愈高。另一方面,成癮相關問題只有與逃避現實動機(r=.108*)、自我肯定動機(r=.133**)相關。成癮相關問題為網路圍棋對參與者在生活上所造成的各種問題。由此可知,逃避現實動機、自我肯定動機愈高,因網路圍棋造成的生活相關問題程度愈高。
Go is an ancient game. As the Internet developed, it gives Go a new feature. This study focuses on the relationships among motivation, leisure benefits, and Internet addiction for Internet Go participants. In this study, convenience sampling was conducted with the online questionnaire to collect the data in Youthwant Questionnaire network (http://survey.youthwant.com.tw/). The main contents of the questionnaire include four parts, "Motivation", "Leisure benefits", "Internet Go addiction", and "Personal features". 397 useful questionnaires were collected from March 15, 2010 to April 17. This study used the SPSS for windows 12.0 statistical software to analysis questionnaire data. Statistical methods include reliability analysis, factor analysis, descriptive statistics, t-test, ANOVA, and Pearson''s correlation. The major findings of this study are as follows: The majority of the Internet Go participants are male, the ages are below 17 years old, the levels of education are academy and University, and the occupation are students. The majority of participants begin to learn Go in Go Classes, have 4~7 years’ Go qualifications, have below or inclusive of 3 years’ Internet Go qualifications. Most of the Internet Go ranks is degree 1 to degree 4. Most participants don’t pay for Internet Go, spent at most 4 hours on Internet Go every week, don’t spent any time in face-to-face Go every week, don’t participate in Go competition in the last 12 months. The highest motivation of Internet Go is convenience-leisure. The following motivations are education, self-affirmation, escapism, and social contact. The highest leisure benefits of Internet Go is education-psychological benefits. The following benefits are aesthetic benefits, social benefits, and relaxation benefits. Every dimensions of motivation and every dimensions of leisure benefits are positive correlated (r=.200**~.723**). Besides, the average motivation and the average leisure benefits are positive correlated (r=.808**). It shows that higher motivation, higher leisure benefits. The hightest Internet Go addition is core symptoms of Internet addiction, and core symptoms of Internet Go addiction and all motivations are positive correlated (r=.199**~.370**). Because core symptoms of Internet Go addiction mean the extent of fascination for Internet Go, it shows that higher motivation, higher the extent of fascination for Internet Go. On the other hand, related problems of Internet Go addiction is only positive correlated to escapism (r=.108*) and self-affirmation (r=.133**) motivation. Because related problems of Internet Go addiction mean the problems that Internet Go causes to participants’ life, it shows that higher the escapism and self-affirmation motivation, higher the life-related problems that Internet Go may cause.