Abstract: | 隨著網際網路的普及,線上遊戲成為青少年的一種休閒活動。由於網路的匿名性與方便性,傳統面對面的霸凌事件映射在網路空間,利用言語騷擾、辱罵,電子郵件,或手機簡訊等等電子設備讓他人感到不舒服或精神壓力,便形成了網路霸凌。
從事線上遊戲的活動可以體驗到在現實世界中所無法體驗的事物,如華麗的聲光特效,極為美型的人物角色,以及兇猛無比的大怪物等等近似實境的事物,故玩家們可能為了追逐遊戲體驗而滯留於線上遊戲中,而成為導致線上遊戲上癮的一種因素。
本研究採用網路問卷調查法,在臺灣的遊戲討論區與BBS上發放網路問卷,探討線上遊戲玩家在歷經遊戲體驗之後,是否會因為這些遊戲體驗,影響在線上遊戲的網路霸凌加害性與受害性。本研究發現社會體驗因素中的競爭和認同等兩項構面會影響線上遊戲的網路霸凌加害性與受害性。
With the popularization of the Internet, online gaming has become a leisure activity for teenagers. Because of anonymity and convenience, the traditional face-to-face bullying maps into cyberspace. Cyberbullying means the use of electronic equipment like verbal harassment, verbal abuse, e-mail and cell phone text messages make others uncomfortable or mental stress.
Gaming experience is a factor of online game addiction due to special gaming experiences that cannot experienced in the real world. For example, gorgeous sound and light effects, beautiful and handsome characters and the mighty monster are some gaming experiences that are to the reality of things. Players of online games may chase those game experiences while stranded in online games.
We issued an internet questionnaire in game forums and BBS in Taiwan. The results of this study show the two social factors, competition and recognition, influence cyberbullying. |