許多研究探討暴力遊戲對暴力行為的影響,都忽略了線上遊戲對職場關係品質的影響。線上遊戲已幾乎是20-40歲的上班族的休閒活動,而且線上遊戲往往需要同盟或對手共同上線,玩家在虛擬環境中合作、交誼、及競爭的互動代替了現實社會中的互動,人與人之間的互動已不僅限於現實社會中的互動。鮮少人探討虛擬環境的互動對現實社會中的互動影響是正面的?負面的?抑或是沒有影響?因此,本研究就線上遊戲的玩家行為對職場關係品質的影響進行研究。研究結果顯示,部分個人基本資料影響玩家行為、職場關係品質;玩家行為部分子構面影響職場關係品質及其子構面;成就合作行為中介影響性別對多樣性的互動品質的關係。
Many studies examining the impact of violent gaming on violent behavior have ignored the impact of online gaming on the quality of workplace relationships. Online games are almost a leisure activity for office workers aged 20-40, and online games often require alliances or opponents to play together. The interaction of players in the virtual environment of cooperation, friendship, and competition replaces the interaction in the real society. The interaction between people is not limited to the interaction in the real society. Few people discuss the positive impact of interaction in virtual environment on interaction in real society? negative? Or has no effect? Therefore, this study investigates the impact of online gaming social behavior on workplace relationship quality. The research results show that some basic personal information affects player behavior and workplace relationship quality; some sub-dimensions of player behavior affect workplace relationship quality and its sub-dimensions; achievement cooperation behavior mediates the relationship between gender and diversity interaction quality.