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  • 學位論文

線上遊戲成癮傾向對成癮相關問題之影響-以自我監控為干擾變數

The Impacts of Tendency of Online Game Addiction on Addiction-Related Problems ─ The Moderating Effect of Self Monitoring

指導教授 : 徐茂練
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摘要


資訊技術的創新導致網路及各項應用程式的普及,根據2012年台灣網路資訊中心全國地區調查,個人上網以12歲以上的寛頻使用普及率達74.18 %,其中線上遊戲使用率為47.04%,顯示線上遊戲對於國人的生活娛樂占有一定的重要性。然而,過度使用所潛藏的危機正蠢蠢欲動,若使用不當可能導致成癮,進而逃避現實不願面對真實的世界;再者,根據柯志鴻(2012)醫生表示,學習自我監控是脫離成癮的條件之一,亦是讓自己勿誤入成癮後程的不二法門,日後才不易被想要繼續玩的情緒給帶著走。 本研究將探討線上遊戲成癮傾向對成癮相關問題(工作/課業、財務、人際關係、家庭生活、身心健康)之影響,以自我監控作為干擾變數,並針對352位有效樣本作項目分析、信效度分析、因素分析和多元階層迴歸進行研究假設的分析與驗證。研究發現,線上遊戲成癮傾向對成癮相關問題存在正向影響,顯示玩家可能因成癮線上遊戲而造成工作/課業、財務、人際關係、家庭生活、身心健康上受損;自我監控在線上遊戲成癮傾向與成癮相關問題之間具有干擾效果,顯示自我監控較高者較不易成癮。最後,根據上述結論給予遊戲業者之行銷、消費者行為以及未來研究亦提供具體建議。

並列摘要


Information technology innovations have led to networks and the popularity of various applications, according to 2012 Taiwan Network Information Center nationwide survey, usage rates of Internet access to individuals over 12 years old to use broadband is as high as 74.18%, and the online game usage was 47.04%. The results show online game. The results show that online game was a certain importance in the people life. However, excessive use of the potential crisis is some trouble is going to happen. If misused may lead to addiction, thus escapism unwilling to face the real life; Furthermore, Ko Chih-hung (2012) learning self-monitoring is one of the conditions from the addiction, but also the best way to stay away from addiction, the next will not be easily want to continue to play with emotional state to tow. This study explores the impacts of Tendency of Online Game Addiction on Addiction-Related Problems (work/schoolwork, financial affairs, interpersonal relationship, family life, physical and mental health) - the moderating effect of Self Monitoring. This study used IBM SPSS Statistics 19 as tool to analyze the data, investigated the Online Games using status of 352 effective samples in forms of Item Analysis, Cronbach’s Analysis, Validity Analysis, Factor Analysis and Multiple Hierarchical Regression Analysis. Results of Multiple Hierarchical Regression Analysis indicated that correlation between Tendency of Online Game Addiction and Addiction-Related Problems is significantly positive. The results show that online game players may addiction caused work/schoolwork, financial affairs, interpersonal relationship, family life, physical and mental health; Self-monitoring has moderating effects between Tendency of Online Game Addiction and Addiction-Related Problems. The results show that relatively high self-monitoring is not easy addictive. In conclusion, offered some suggestions for Game industry''s marketing, Consumer Behavior and future studies according to the results.

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