本研究主要探討青少年線上遊戲使用動機、網路社會支持對線上遊戲成癮傾向影響,以台中縣私立弘文高級中學的國、高中學生為研究對象,採系統抽樣方式選取研究樣本,進行問卷調查,總計發共收回450份有效問卷,研究結果如下: 一、整體而言,青少年有較高的線上遊戲使用動機以及成癮傾向,但其所感受的網路社會支持程度並不高。 二、青少年之線上遊戲使用動機,會因「性別」、「學制」與「年級」不同,而有顯著差異。 三、青少年所感受之網路社會支持,會因「學制」與「年級」不同,而有顯著差異。 四、青少年之線上遊戲成癮傾向,會因「性別」、「線上遊戲使用年資」與「線上遊戲使用時數」不同,而有顯著差異。 五、整體而言,線上遊戲使用動機與網路社會支持對於線上遊戲成癮傾向皆有顯著的正向影響力,亦即線上使用動機越強烈,或所感受網路社會支持程度越高,則線上遊戲成癮傾向的程度也就越高。而進一步觀之,線上遊戲使用動機對於線上遊戲成癮傾向之影響程度較網路社會支持來得高。 最後根據本研究之結果,對學校輔導單位、家長、青少年以及後續研究提出建議,以期能夠在現今網路環境發達的社會,降低青少年線上遊戲成癮發生的可能性。
This study explores the influences of the relationship among the Motivation of Using Online Game, Social Support Networks, and the Tendency of Online Game Addiction on teenager. The research subjects are students who study at HungWen Senior High School. Research samples had been selected by using systematic sampling and gathered 450 valid questionnaires. The results of this research are as follows: 1. On the whole, the teenager have strong motivation of using online game and the tendency of online game addiction, but have low social support networks. 2. The motivation of using online game of teenager differs obviously. It depends on their “gender”, “educational system”, and “grade”. 3. The extent of social support networks of teenager differs obviously. It depends on their “educational system” and “grade”. 4. The tendency of online game addiction of teenager differs obviously. It depends on their “gender”, “years of experience by using online game”, and “the hours of using online game every time”. 5. Both of the “motivation of using online game” and “social support networks” have positive influence on the “tendency of online game addiction”. It means that the stronger motivation of using online game or extent of social support networks will cause the stronger tendency of online game addiction. In conclusion, offered some suggestions for school, the parents, teenager, and future studies according to the results. We hope can find more ways to reduce the tendency of online game addiction of teenager.