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線上遊戲玩家表現與其人格特質之研究-以“天堂”為例

A Research of Performance and Personality of On-line Game Players in "Lineage"

摘要


回顧相關文獻,有關線上遊戲的研究焦點,較少關注於不同表現的玩家具備的不同人格特質。但許多研究均指出:個人的人格特質與其工作績效、工作滿意、消費行為…等攸關內在心理與外在表現的變項呈顯著相關。本研究以天堂的玩家為探討對象,經由多變量變異數分析與Logistic迴歸分析,發現玩家之遊戲表現、角色扮演,分別與其五大人格特質有部分相關。在多變量變異數分析方面:「是否為盟主」在經驗開放性上達到顯著,「角色之等級」在經驗開放性與嚴謹性上達到顯著,「血盟人數」在外向性上達到顯著差異。「角色之職業」在神經質與親和性上達到顯著差異。在Logistic迴歸分析方面:經驗開放性對「玩家是否為盟主」的預測機率達到顯著,經驗開放性與嚴謹性對「角色等級是否在51級以上」的預測機率達到顯著,外向性對「是否加入151人以上血盟」的預測機率達到顯著。神經質、親和性、嚴謹性對「玩家是否成為王族」的預測機率達到顯著。

並列摘要


With the rapid development of online game study, the different roles of personality of players were just few to be involved. However, some of the studies have indicated that the relationship between personality and job performance, job satisfaction or consumer behavior were significant related to one another. According to the results, this study found that the ”Big Five” of on-line game players were partially associated with their performance and role of player in the game. The results of statistical analysis were shown as follows: 1. One-way MANOVA: There was a significant difference between ”A clan leader or not” and Openness to experience; ”level of role” appeared to be a significant difference on Openness to experience and Conscientiousness; there was a significant difference between ”members of clan” and Extraversion. Furthermore, ”occupation of role” had significant difference on Neuroticism and Agreeableness. 2. Logistic Regression: Openness to experience could significantly predict if players are leaders. Openness to experience and conscientiousness could significantly predict if one's level is above 51. Extraversion could significantly predict if someone joins the clan of 151 members. Besides, Neuroticism, Agreeableness and Conscientiousness could predict whether players are Royal significantly.

並列關鍵字

On-line game Five Factor Model Lineage

參考文獻


Jessica Mulligan、Bridgette Patrovsky、史萊姆工作室譯(2002)。大師談ONLINE GAME:線上遊戲企劃、製作、經營聖經。台北:上奇科技。
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被引用紀錄


蔡秉憲(2011)。消費者個性、顧客滿意度與網路口碑關聯性之研究-以手機功能為調節變項〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2011.01227
劉楚瑜(2009)。影響免費線上遊戲玩家購買虛擬商品因素探討〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2009.00333
鐘鈺鈞(2008)。品牌形象、品牌信任與網路口碑關聯性之研究-以線上遊戲「魔獸世界」為例〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2008.01096
王俊元(2008)。上班族生活型態、人格特質對消費異國餐廳知覺價值與消費意願影響之研究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2008.00602
Hou, Y. T. (2011). 抵抗負外部性寄生產品之策略研究-以線上遊戲產業為例 [master's thesis, Yuan Ze University]. Airiti Library. https://doi.org/10.6838/YZU.2011.00192

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