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    請使用永久網址來引用或連結此文件: https://irlib.pccu.edu.tw/handle/987654321/44090


    題名: 高職學生使用線上遊戲狀況及其影響之研究
    The Study of Use Status and Its Influences of Online Game with Vocational High-Shool Students
    作者: 鄭如憶 (CHENG,JU-YI)
    貢獻者: 青少年兒童福利碩士學位學程
    關鍵詞: 高職學生
    線上遊戲
    線上遊戲成癮
    自我概念
    Students of Vocational High School
    Online Game
    Online Game Addiction
    Self-concept
    日期: 2018
    上傳時間: 2019-05-10 13:56:36 (UTC+8)
    摘要: 本論文針對國內外最近幾年曾經發生重大犯罪案件,顯示兇嫌皆是暴力、格
    鬥類型的線上遊戲之沉迷者。乃特別針對高職學生使用線上遊戲情形,以及其使
    用線上遊戲對於成癮狀況、自我概念等影響進行研究。本論文採用量化研究,首
    先利用立意隨機抽樣的方式,抽取新北市 200 名高職學生為研究樣本,以自編的
    「線上遊戲成癮狀況量表」與「自我概念量表」為研究工具,並使用「SPSS for
    Windows 18 版」 統計軟體分析,考驗性別、年級在線上遊戲使用狀況、成癮狀況、
    自我概念上的差異。
    本論文的研究結果發現:1.最常玩遊戲類型第一是大型多人網路遊戲,第二是
    射擊格鬥類,第三則是動作。2.高職生線上遊戲使用時間以「3 年以上」為最多。
    3.性別與線上遊戲成癮狀況有差異存在,高職女生高於男生。4.年級與線上遊戲
    成癮狀況無差異存在。5.遊戲使用時數對高職學生自我概念的心理我具有影響。
    6.年級與自我概念有顯著差異存在。7.遊戲成癮狀況之「成癮耐受感」、「成癮戒
    斷感」、「健康管理」與自我概念之「心理我」、「家庭我」、「學業工作我」有顯著正相關。8.自我概念中心理我、家庭我及學業工作我是對於線上遊戲成癮狀況之各分量表為最佳預測變數。最後,本論文依據研究發現,針對高職學生、對家長及教育單位提出具體建議,以及未來研究建議,俾供教育工作者、相關人員及未
    來研究者之參考。
    This article, in which we digged into striking criminal cases in recent years,
    indicates that those criminals are addicts to violent and fighting games. We especially picked students in vocational schools, doing research on their current situation of playing online games, addiction to online gaming and the influence on their self concept.
    Methodologically, we applied quantitative research: in the first place, we conducted random judgmental sampling, choosing 200 vocational school students to be interviewees; after self-made “gaming addiction scale” and “self-concept scale” were filled out, we utitlized the statistic software“SPSS for Windows 18”to do the analysis, showing how gender and age affected online gaming, addiction and self concept.
    We discovered that: (1) The most preferred online game genre for vocational students is massively multiplayer online games; the second most preferred one is shooting games while the third most preferred one is action games; (2) The proportion of “playing online games for three years above” is the highest among vocational students; (3)There are gender differences in online gaming addiction among vocational students; females vocational students spend more time playing online games than males do; (4) There is no significant difference between grade and game addiction; (5) Hours of use has an impact on the psychological self in those students’ self -concept; (6) There is a significant difference between grade and self -concept; (7) “Tolerance symptoms”, “withdrawal symptoms” and “management of health” in gaming disorder have positive correlation with “physical self-concept”,“ family self -concept” and “academic self-concept” in self-concept theory; (8) “Physical self-concept”,“ family self -concept” and “academic self-concept” in self-concept theory are the best predictors of the game addition scale.Finally, based on our discovery, we present constructive advice and the suggestion of future research to vocational students, parents, and educational units . We humbly hope to benefit educators, relevant workers and future reaearchers as a firm reference.
    顯示於類別:[社會福利學系暨社會福利學系碩士班] 博碩士論文

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