本研究的研究工具為2014年各自第一名的線上遊戲和行動遊戲,分別是英雄聯盟和神魔之塔,對象為兩款遊戲都有玩過的玩家,並採用網路問卷調查法作為施測方法,使用階層迴歸與相關分析驗證各變項的關係,共回收275份有效問卷。其假設結果大多是成立的。結論分述如下:(一)刺激尋求特質越高者,花在線上遊戲的時間就越多;但是刺激尋求特質不會影響行動遊戲時間。(二)刺激尋求程度會對多人線上與行動遊戲的心流程度產生正向影響。表示刺激尋求特質越高,無論在線上或行動遊戲的心流都會越深。(三) 多人線上遊戲時間與滿意度呈正相關;然而行動遊戲時間與滿意度沒有相關。(四)線上和行動遊戲的心流程度都會正向影響滿意度,行動遊戲特別在「明確挑戰」子項對滿意度呈現正向影響。研究結果發現線上和行動遊戲在玩家特質、心流和滿意度程度上相差不大,差異最大在於遊戲時間。
The object of this study was to examine the game players which played both the online game and mobile game. An online questionnaire was conducted to collect data and to testify the hypoteses. The result of this study: (1) The results show that sensation-seeking personality has a significantly positive effect on the amount of time spent on the online game. But the relationship does’t exist for the mobile game. (2) The results also demonstrate that sensation-seeking personality has a positive effect on the level of flow for the online games, but not for the mobile game. (3) The amount of time spent on game and the degree of satisfacation are positively correlated for the online game, but not for the mobile games. (4)The state of flow has a positive effect on the degree of satisfaction for both online and mobile games.