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。
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.
為了持續優化網站功能與使用者體驗,本網站將Cookies分析技術用於網站營運、分析和個人化服務之目的。
若您繼續瀏覽本網站,即表示您同意本網站使用Cookies。