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    題名: 大學生遊戲涉入、網路人際關係與真實人際關係之研究
    A Study on Game Involvement, Internet Interpersonal Relationships and Real Interpersonal Relationships of College Students
    作者: 李宜安
    LEE, YI-AN
    貢獻者: 生活應用科學系
    關鍵詞: 大學生
    遊戲涉入
    網路人際關係
    真實人際關係
    college students
    game involvement
    internet interpersonal relationships
    real interpersonal relationships
    日期: 2024
    上傳時間: 2024-12-02 13:49:16 (UTC+8)
    摘要: 隨著科技的進步,越來越多大學生將玩電子遊戲視為休閒。
    電子遊戲發展迅速,有各種遊玩的平台,因此也影響大學生遊
    戲涉入程度。而網路發展改變大學生人際互動的方式,除了真
    實生活中的人際關係,更有以網路空間作為媒介的網路人際關
    係。遊玩電子遊戲會影響人際關係的發展,而遊戲涉入對於真
    實人際關係與網路人際關係造成的影響還多有分歧,故本研究
    探討大學生之遊戲涉入與網路人際關係、真實人際關係的現況
    與關係,探討不同個人背景變項之大學生對於遊戲涉入與網路
    人際關係、真實人際關係之差異,探討遊戲涉入與網路人際關
    係、真實人際關係之相關性,並探討遊戲涉入對網路人際關係、
    真實人際關係之解釋力,再根據研究結果提出建議。
    本研究採問卷調查法,以玩電子遊戲超過一個月之大學生
    為研究對象,採立意取樣發放問卷,取得 396 份有效問卷。研
    究工具有「個人背景資料」、「遊戲涉入量表」及「人際關係量
    表」。資料以 SPSS 27 進行信度分析、描述性統計、獨立樣本 t
    檢定、單一樣本t檢定、成對樣本t檢定、單因子變異數分析、
    雪費事後比較、皮爾森積差相關及多元迴歸分析。本研究結果
    如下:
    一、 男大生的遊戲涉入高於女大生;相較於使用電腦、家用型
    主機、掌上型遊樂器及大型機台的大學生,使用手機的大
    學生具有較低的遊戲涉入。
    二、 使用電腦、家用型主機、掌上型遊樂器及大型機台的大學
    生網路人際關係皆高於使用手機之大學生;遊玩遊戲年數
    越高之大學生網路人際關係皆高於遊玩遊戲年數較低之大
    ii

    學生。
    三、 男大生的真實人際關係優於女大生。
    四、 大學生的真實人際關係優於網路人際關係。
    五、 大學生的遊戲涉入與網路人際關係有顯著正相關,遊戲涉
    入越高,網路人際關係就越好,但大學生的遊戲涉入與真
    實人際關係無顯著相關性。
    六、 大學生之遊戲涉入對於網路人際關係有 50%的解釋力;但
    大學生之遊戲涉入無法解釋真實人際關係。
    根據研究結果,建議大學生可以適當遊玩電子遊戲,能顯著
    增進網路人際關係。本研究發現,女大生的真實人際關係較男性
    差,建議女生宜加強真實人際關係的經營。此外建議大學生可適
    當遊玩不同平台之遊戲增加網路人際關係,但宜注意過度遊玩易
    導致沉迷。

    With the advancement of technology, more and more college students view video games as a leisure activity. The rapid development of video games and various gaming platforms has influenced game involvement among college students. Additionally, the development of the internet has transformed college students’ social interactions, facilitating not only real interpersonal relationships but also internet interpersonal relationships in virtual worlds. Playing video games can impact the development of these interpersonal relationships, and there is still much debate over how game involvement affects both real and internet interpersonal relationships. Therefore, this study aims to investigate the current status and relationships between college students' game involvement and their internet interpersonal and real interpersonal relationships. It examines differences in game involvement and both real and internet interpersonal relationships based on different personal background variables among college students. The study also explores the correlation between game involvement and these relationships. Furthermore, it analyzes the explanatory power of game involvement on both internet and real interpersonal relationships. Recommendations are proposed based on the research findings.
    This study utilizes survey to investigate college students who have been playing video games for over a month. Using purposive sampling, the survey obtained 396 valid samples. The research instruments include "Personal Background Information," the "Game Involvement Scale," and the "Interpersonal Relationships Scale." Data were analyzed by using SPSS 27 including descriptive statistics, independent sample t-test, one sample t-test, paired t-test, one-way ANOVA, Scheffé post hoc test, Pearson product-moment correlation, and multiple regression analysis. The research results are as follows:
    1. Male college students have higher game involvement than female college students. Compared to those using computers, home video game consoles, handheld game consoles, and arcade cabinets, students using mobile phones have lower game involvement.
    iv

    2. College students using computers, home video game consoles, handheld game consoles, and arcade cabinets have stronger internet interpersonal relationships than those using mobile phones. Additionally, those with more years of gaming experience have more developed internet interpersonal relationships than those with fewer years of gaming experience. 3. Male college students have better real interpersonal relationships than female college students. 4. College students' real interpersonal relationships are better than their internet interpersonal relationships. 5. There is a significant positive correlation between college students' game involvement and their internet interpersonal relationships, increased game involvement leads to better internet interpersonal relationships, but no significant correlation between game involvement and their real interpersonal relationships. 6. Game involvement among college students accounts for 50% variance in their internet interpersonal relationships. However, game involvement cannot explain their real interpersonal relationships.
    Based on the research findings, it is recommended that college students play video games moderately so that they can improve their internet interpersonal relationships significantly. The study found that female students have less developed real interpersonal relationships compared to male students, suggesting that females should strengthen and improve their real interpersonal relationship management. Additionally, it is recommended that college students play games on various platforms to foster more internet interpersonal relationships but be cautious of excessive gaming, which may lead to video game addiction.
    顯示於類別:[生活應用科學系暨生活應用科學研究所] 博碩士論文

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