透過您的圖書館登入
IP:3.145.201.71
  • 學位論文

網路遊戲的助人行為與助人動機之研究

The Study of Motivation of Helping and Helping Behavior in the Online Game

指導教授 : 陳芬苓

摘要


本研究主要探討臺灣地區不同背景網路遊戲玩家在網路遊戲助人動機與網路遊戲助人行為之差異情形;並瞭解網路遊戲助人動機、網路遊戲助人行為與現實助人行為之關係;最後則探討影響玩家們的網路遊戲助人動機、網路遊戲助人行為與現實助人行為的因素。本研究在對象的選取上,係以立意取樣方式共蒐取有效樣本為444名遊戲玩家,包含四所中學學生有效樣本240人,以及線上隨機樣本共204人。研究者使用「網路遊戲助人動機量表」、「網路遊戲助人行為量表」與「現實助人行為量表」為研究工具;經以描述性統計、t-test、單因子變異數分析、皮爾森積差相關以及多元迴歸的統計分析後,將所得研究結果作成如下結論: 一、 網路遊戲玩家在網路遊戲助人各方面動機的表現,以歸屬感為最高,而以預期互惠為最低。 二、 不同性別、遊戲性別扮演、年齡、學歷、遊戲資歷、每日遊戲時間、每月花費金額以及組織角色的網路遊戲玩家,在網路遊戲助人動機的表現上有顯著差異。 三、 網路遊戲玩家在網路遊戲各方面助人行為的表現,以知識提供與分享為最高,而以物資提供為最低。 四、 不同性別、遊戲性別扮演、年齡、學歷、遊戲資歷、每日遊戲時間、每月花費金額以及組織角色的網路遊戲玩家,在網路遊戲助人行為的表現上有顯著差異。 五、 網路遊戲玩家的網路遊戲助人動機、網路遊戲助人行為與現實助人行為之間皆呈顯著低度或中度相關。 六、 年齡、每月花費金額、擔任的組織角色、整體遊戲助人行為、現實知識提供與分享行為,以及現實情感支持的助人行為,可聯合解釋玩家們的網路遊戲助人動機。 七、 每日遊戲時間、每月花費金額、擔任的組織角色、整體網路遊戲助人動機、整體現實助人行為,以及建立聲望的遊戲助人動機,可聯合解釋玩家們的網路遊戲助人行為。 八、 學歷、每月花費金額、擔任的組織角色、每日遊戲時間、整體網路遊戲助人動機、預期互惠的網路遊戲助人動機以及情感支持的網路遊戲助人行為,可聯合解釋玩家們的現實助人行為。 關鍵詞:網路遊戲、助人動機、助人行為

並列摘要


The main purposes of this study were to examine the different level of motivation of helping and helping behavior on the net of online gamer in Taiwan among diverse backgrounds , and to identify the relationship of gamers’ motivation of on-line helping and on-line helping behavior. Moreover, the researcher tried to inquire out the variables made effects on gamers’ motivation of on-line helping , on-line helping behavior and real life helping behavior. As a result of purposive sampling, there were 444 valid samples for this study, 240 students in the four high schools and 204 people in many online communities were included. This study employed “Questionnaire of Motivation of Online Helping”, “Questionnaire of Online Helping Behavior “ and “Questionnaire of Real Life Helping Behavior” for data collection. The collected data were analyzed by Descriptive Statistics, T-test, One-way ANOVA and multiple regression analysis. The conclusions of the study were as follows: (1) Online gamer had the highest motivation of helping in identification, and had the lowest in reciprocity of expectations. (2) There were significant differences in the motivations of helping with different gender, online gender, age, academic background, seniority, day plunge hours, month expenses and organization role. (3) Online gamer had the highest online helping behavior in knowledge contributing and sharing, and had the lowest in material offering. (4) There were significant differences in the online helping behaviors with different gender, online gender, age, academic background, seniority, day plunge hours, month expenses and organization role.(5) There were low or middle correlations between the motivations of helping, online helping behavior and real life helping behavior. (6) The variables of age, month expenses, organization role, overall online helping behavior, real life knowledge contributing and sharing, and real life emotional support together forecasted the gamers’ overall motivations of helping. (7)The variables of day plunge hours, month expenses, organization role, overall motivation of helping, real life helping behavior, and motivation of helping of reputation constructing together forecasted the gamers’ overall online helping behavior. (8) The variables of academic background, month expenses, organization role, day plunge hours, overall motivation of helping, motivation of reciprocity of expectations, and emotional support of online helping behavior together forecasted the gamers’ overall real life helping behavior. Keywords: online game, motivation of helping, helping behavior.

參考文獻


28. 張真榮(2007)。青少年友誼網絡對社會支持的影響:通訊媒介與其社會能供性之初探。私立元智大學資訊社會學研究所碩士論文。
52. 劉上裕、葉榮椿、王子玲、黃宏隆(2011)。影響網路遊戲玩家使用行為相關因素之研究。《美和學報》,30(1),147-172。
44. 黃莉君(2008)。青少年參與遊戲之影響研究。《致遠資管學刊》,2,1-15。
26. 張玉佩、呂育瑋(2006)。網路促進女性解放的可能?從網路遊戲談起,《中華傳播學刊》,9:113-150。
7. 朱國明(2007a)。從購買決策過程觀點探討網路社群成員間助人行為之相關研究。《電子商務研究》,5(2),197-226。

被引用紀錄


江忻蓉(2012)。分析嬰兒哺餵方式及飲食攝取與體型發展之前瞻性研究〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315284558

延伸閱讀