本研究旨在探討台灣地區線上遊戲玩家之人格特質、休閒效益、生活壓力以及涉入程度之現況、差異及相關性,並探討變項間的影響性。採用非隨機抽樣之便利抽樣法針對台灣地區英雄盟玩家進行抽樣,共回收600份問卷,剔除填答不實或漏答之無效問卷後,有效問卷為588份,有效回收率為98%,針對樣本進行描述性統計、驗證性因素分析、獨立樣本T檢定、單因子變異數分析、皮爾森績差相關、結構方程式等統計資料分析。研究結果為男性玩家居多,19~22歲居多,學歷為大學(專)居多,職業為學生居多,接觸英雄聯盟時間兩年~未滿三年居多,玩遊戲頻率以一天數次居多,每月平均線上遊戲花費為300元(含以下)居多。由於人格特質未通過本研究之驗證性因素分析,故不列入後續統計分析。另外,不同人口統計變項對休閒效益、生活壓力、涉入程度皆有部分顯著差異性。休閒效益、生活壓力及涉入程度各構面間僅有部份顯著相關。而休閒效益對生活壓力未有顯著影響;休閒效益對涉入程度有顯著正向影響;生活壓力對涉入程度有顯著正向影響。
The current study explored the views of personality traits, effect of leisure, life stress, and Leisure Involvement, the relationship from attending the game. The sample was selected using convenience sampling. The research we focus on the player of League of Legends, the total of 600 questionnaires were distributed and 588 valid questionnaires were returned with a response rate of 98%. Furthermore, enhance to analysis by using descriptive statistics, Independent-Samples t-test, One way ANOVA, Pearson product-moment correlation coefficient, Confirmatory Factor Analysis, and Structural Equation Modeling. Without the personality traits that does not pass the Confirmatory Factor Analysis, the result shows that the male players are the majority, almost are college student between 19 to 22 years old. They almost play one time a day and keeping 2 to 3 years. They also spent 300 dollar per month to the game. Different from the variable of the population, the effect of leisure, life stress, and leisure involvement have the significant difference. There are insignificant difference between the effect of leisure and life stress. On the contrary, the effect of leisure and life stress are significant positive effect upon leisure involvement; they have a part of relationship of different factors. The result of research can improve for the online players, entertainment, or the researchers in the future.