隨著科技的進步,電玩遊戲不再只是一般單機個人的形式,因為網路的普及,也使得傳統遊戲的型態逐漸改變,起而代之的是線上遊戲蓬勃發展。然而,我們卻不時在社會新聞中看到青少年流連網咖不知回家,或是長時間玩電腦而造成身體不適等新聞,可見線上遊戲所帶來的問題也不容忽視。 本研究主要是挑定一款目前當紅的線上遊戲-「魔獸世界」作為研究的對象,藉由問卷調查及分析,瞭解魔獸世界的玩家使用經驗、玩家對遊戲設計特質的認同度如何?以及玩家的沈迷現象如何?並探討兩者之間的關連性。針對魔獸世界的玩家,透過網路方式張貼問卷消息及發放問卷,經統計填答人數2059 人,有效問卷1674 份,有效回收率為81.3%。 研究結果顯示:玩家性別在線上遊戲設計特質構面之中的「故事結構」和「遊戲難度」兩個變項以及在沈迷現象構面之中的「人際與健康問題」此一變項有顯著的差異;玩家年齡在線上遊戲資歷、平均每週玩魔獸世界的時間以及沈迷現象構面之中的「強迫性玩電玩」、「電玩成癮戒斷反應」、「電玩成癮耐受性」、「時間管理問題」等變項上有顯著差異;玩家的月收入在線上遊戲資歷、平均每週玩魔獸世界的時間、線上遊戲設計特質構面之中的「美術風格」、「角色設定」、「遊戲難度」等變項以及沈迷現象的構面之中的「強迫性玩電玩」、「電玩成癮戒斷反應」、「電玩成癮耐受性」、「人際與健康問題」等變項上有顯著差異;以典型相關分析0.5 的顯著水準來看,線上遊戲設計特質中的「美術風格」、「遊戲配樂」、「角色設定」、「玩家互動」等變項與沈迷現象中的「強迫性玩電玩」、「電玩成癮戒斷反應」、「電玩成癮耐受性」是有相關的。
Along with the technical progress, the computer game was no longer layed by just one single people. Because of the popularity of Internet, the traditional game type changed and was replaced by on-line game. However, there were many social news about the teenagers staying up at the internet café, not going back home. Some even got sick because of playing on-line games. The problems on-line games brought to the society could be not ignored. The purpose of this research was to explore on-line game players’ behaviors, identification to the game design attributes, the addiction index, nd the relationship. "World of warcraft" (wow), the most popular on-line game so far, was selected as this research object. An on-line game survey was onducted for players of wow through online questionnaire. Totally 2059 people replied, and 1674 were effective. The effective return rate was 81.3%. The findings showed that sex made significant differences in "story structure" and "game difficulty" of design attribute, as well as "interpersonal and health problem" of addiction. Age made significant differences in behaviors like “years of game playing” and “average time spending on games”, as well as in diction constructs like “compulsive game playing”, "game addiction withdrawal reactions", and "game addiction tolerance". Income made significant differences in all three aspects: behaviors, design contributes, and addiction. Canonical correlation suggested that those who identified with "arts style", "game usic", "character set", "player interaction" of design attribute were significantly correlated with "compulsive game playing", "game addiction withdrawal reactions", "game addiction tolerance" of addiction.