目標:了解影響目前國中學生電玩遊戲成癮傾向的可能因素,並分析此成癮傾向與青少年健康狀態間的關聯性。方法:以分層集群抽樣方法選取台北縣市國二學生樣本,共計487人,進行橫斷式問卷調查。並依據「電玩遊戲成癮量表」、「身心健康量表」、「自尊量表」、「人際關係量表」之得分,進行電玩遊戲成癮傾向與整體自覺健康狀態的關聯性分析。結果:男性,一週休閒時數越長,且學業成績越差者,電玩遊戲成癮傾向越高。而電玩進戲成癮傾向越高的國中生,其身心健康、自尊及人際關係筆自覺健康狀態也越差,其中尤以人際關係與電玩遊戲成癮傾向的關聯性最為密切。結論:電玩遊戲成癮傾向與國中學生自覺健康狀態間有密切的關聯性,且兩者可能形成互為因果的急性循環。
Objectives: This study aims to understand the factors of junior high school students' electric- game addiction and to analyze the relationship between the addiction and the health status of students. Method: This study is a cross-sectional survey using stratified cluster-sampling method to choose 487 second-grade students from 11 public junior high schools in Taipei. Based on the results of the ”Electric-Game Addiction Scale”, ”Physical and Emotional Fitness Scale”, ”Self-Esteem Scale” and ”Human Relations Scale”, the researcher analyzed the relationships between electric-game addiction and the self-evaluated health status of junior high school students. Results: The longer the leisure time and the higher the level of electric-game addition, the worse school achievement was for male students. The stronger the level of electric-game addiction, the worse the self-evaluated health status. Moreover, ”interpersonal relations” was the factor which most closely related to the level of electric-game addition. Conclusions: There is an obvious relation between the level of electric-game addiction and students' self-evaluated health status. The consequence of this may be the creation of a vicious circle.