博碩士論文 etd-0627107-142008 詳細資訊


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姓名 黃莉君(Li-Chun Huang) 電子郵件信箱 E-mail 資料不公開
畢業系所 資訊管理學系研究所(Information Management)
畢業學位 博士(Ph.D.) 畢業時期 95學年第2學期
論文名稱(中) 以正向心理學建構青少年線上角色扮演遊戲行為模式
論文名稱(英) A Positive Psychology Approach to Modeling Adolescent Behavior in Massively Multiplayer Online Role Playing Games
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    摘要(中) 線上遊戲具有密切的人際互動與團隊合作機制、相當多的遊戲規則與玩家規範、極具真實感的遊戲背景、高度涉入性、並能夠滿足玩家的多元幻想性,但卻仍少有學者以正向觀點探討線上遊戲行為影響。本研究以正向心理學為研究取向,社會認知理論之個人、環境、行為三角互動概念作為建構理論模式的基礎,進而發展出青少年線上遊戲行為模式。研究中探討青少年對於遊戲的效能、遊戲的正負向態度、個人受到同儕影響的程度及生活壓力對於遊戲行為的影響;接著,檢驗遊戲使用行為之後對於心理及社交上的學習影響與正負向情感的影響,以及正向情感對於遊戲學習的影響;最後,瞭解遊戲中所獲得的學習與正負向情感對於主觀幸福感的影響。 研究結果發現遊戲效能、遊戲態度、社會影響是影響遊戲行為的重要因素,但生活壓力並無法解釋青少年玩家的遊戲行為;再來,透過線上遊戲行為可以獲得個人心理及人際社交上的學習、正向情感以及低度的負向情感;此外,玩家遊戲學習經驗的提升、正向情感的增加與負向情感的減少將會促進玩家所感知的主觀幸福感。研究結果可以為遊戲研究者、教師、家長及社會大眾提供一個瞭解線上遊戲的新觀點,並可作為政府及遊戲廠商在設計及政策擬定時的參考。
    摘要(英) To adolescents, online game provides a rich playground for developing competence in leadership, coordination, teamwork, and cooperation. Adopting the perspective of positive psychology and social cognitive theory, this research investigates how factors such as personal and social factors may impact adolescents' learning outcomes and subjective will-being. The results show that game efficacy, adolescents' game attitudes, and social influences are important factors that influence adolescents' online game behavior. Moreover, playing online games may improve adolescents' psychological affects and learning, which in turn enhance players' subjective well-being. These results provide a new perspective to game researchers, teachers and parents and can help game manufactures and government in designing games and making policies.
    關鍵字(中)
  • 主觀幸福感
  • 大型多人線上角色扮演遊戲
  • 社會認知理論
  • 正向心理學
  • 線上遊戲
  • 關鍵字(英)
  • Social Cognitive Theory
  • Massively Multiplayer Online Role Playing Game
  • MMORPG
  • Positive Psychology
  • Subjective Well-being
  • Online Game
  • 論文目次 第一章 緒論 1
    第一節 研究背景 1
    一、線上遊戲的興起 1
    二、過去遊戲研究趨勢 1
    三、線上遊戲的特質與內涵 3
    四、遊戲內涵的改變與正向青少年發展的結合 6
    第二節 研究動機 7
    一、正向心理學—幸福感 7
    二、個人—科技使用—幸福感 9
    三、青少年—線上遊戲—幸福感 10
    第三節 研究問題及目的 11
    第四節 研究範圍 12
    第五節 研究流程 13
    第二章 文獻探討與假說建立 15
    第一節 理論基礎 15
    一、正向心理學 15
    (一) 正向心理學介紹 15
    (二) 青少年正向發展與線上遊戲 17
    二、社會認知理論 20
    第二節 研究構面 23
    一、個人面 23
    (一) 遊戲效能 23
    (二) 遊戲態度 24
    二、環境面 25
    (一) 社會影響 25
    (二) 生活壓力 26
    三、行為面 27
    (一) 線上遊戲行為 27
    (二) 幸福感的意涵 31
    (三) 遊戲學習—個人心理 33
    (四) 遊戲學習—人際互動 35
    四、個人面 36
    (一) 遊戲情感 36
    (二) 主觀幸福感 38
    第三章 研究方法 40
    第一節 研究架構 40
    第二節 量表發展 41
    第三節 先導研究 50
    一、內容效度 50
    二、前測結果 50
    第四章 統計分析 52
    一、研究問卷發放及回收情況 53
    二、敘述性統計分析 54
    三、信度與效度檢測 56
    (一) 項目信度 57
    (二) 收斂效度 61
    (三) 區別效度 62
    四、模式檢驗 64
    五、基本資料差異分析 68
    (一) 性別對研究構面的影響比較 68
    (二) 高中生/大學生對研究構面的影響比較 71
    (三) 線上遊戲年資對研究構面的影響比較 72
    (四) 每週遊戲時間長短對研究構面的影響比較 74
    六、高中生與大學生之模式差異檢定 77
    第五章 結論與建議 81
    第一節 研究結果 81
    一、線上遊戲行為的前因 81
    二、線上遊戲行為的結果 84
    第二節 研究貢獻 88
    一、學術研究貢獻 88
    二、資訊社會貢獻 90
    第三節 研究限制 92
    第四節 未來研究方向 92
    參考文獻 95
    附錄 108
    附錄一、整體模式之探索性因素分析 108
    附錄二、研究問卷 110
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    口試委員
  • 林信惠 - 召集委員
  • 吳英隆 - 委員
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  • 林福仁 - 委員
  • 郭峰淵 - 指導教授
  • 口試日期 2007-06-11 繳交日期 2007-06-27

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