淡江大學機構典藏:Item 987654321/33419
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    Title: 大學生人際關係、依附關係與線上遊戲成癮關係之研究 : 以淡江大學為例
    Other Titles: A study of relationship among interpersonal relationship, attachment relationship and online game addiction of students.
    Authors: 李柏學;Li, Po-hsush
    Contributors: 淡江大學企業管理學系碩士班
    黃曼琴;Huang, Man-chin
    Keywords: 線上遊戲;人際關係;依附關係;線上遊戲成癮;Online Game;Interpersonal relationship;attachment relationship;online game addiction.
    Date: 2009
    Issue Date: 2010-01-11 04:05:20 (UTC+8)
    Abstract: 自從第一款在台灣大紅的線上遊戲『天堂』以來,台灣的線上遊戲如雨後春筍般不斷增加,所帶來的商機也與日俱增,除了遊戲本身收入以外,廣告以及週邊商品的收入也讓遊戲業者趨之若騖,只是線上遊戲所帶來的影響不僅有令人歡心的產值,還有令人煩惱的社會問題,如盜取遊戲帳號、沈迷線上遊戲、身心健康出現問題、荒廢課業等問題,因此本研究欲探討大學生以及線上遊戲成癮的關係。
    有關於大學生及線上遊戲成癮的關係,之前研究少有使用干擾因素來探討,也罕有衡量線上遊戲成癮程度並將之當成中介變數的研究,因此本研究加入人格特質變數做干擾變數,並探討大學生在不同的人際關係、依附關係下,人格特質會不會干擾大學生對線上遊戲的成癮程度,最後在探討大學生線上遊戲成癮程度對其課業表現的影響。
    本研究的主要發現如下:
    一、 大學生的人際關係對其線上遊戲成癮程度具有顯著影響,從個別因素來說,大學生的父母關係、同儕越差,其線上遊戲成癮程度越高。
    二、 大學生的依附關係對其線上遊戲成癮程度具有顯著影響。從個別因素來說,大學生的安全依附、逃避依附關係越低,其線上遊戲成癮程度越高。而焦慮依附未達顯著水準。
    三、 大學生不同的人格特質會干擾其人際關係與線上遊戲成癮程度的關係。
    四、 大學生不同的人格特質會干擾其依附關係與線上遊戲成癮程度的關係。
    五、 大學生的成癮程度越低,其課業表現越高。
    Since Lineage, the first popular online game has been imported to Taiwan in 2000, more and more online games have been created, they have brought a lot of business. In addition to the revenue from online game, the commercial revenue, the peripheral product revenue, and the potential business appeal hundreds of companies to online game industry. In 2000, the output value of online game industry is five hundred million NT dollars, eight years later, the figure becomes almost ten billion NT dollars. A study from TWNIC(2008) that indicts there are over fifteen million people have ever used internet, and the college student group uses the most time, that shows Taiwan is going to enter the war of online game industry.
    Unfortunately, online games not only bring business but also problems. Online games have been charged that they have caused social problems and crimes. For example, driven by equipments or virtual currency in online game, people do some ugly acts like stealing the other players’ accounts and taking the rare items to sell, being addicted to online game and do not put their mind in study or work, losing health of physiology and psychology day after day.
    A study from http://survey.yam.com/(2006)that indicts there are over four hundred thousand people in Taiwan have internet addiction symptoms, another study from http://survey.yam.com/(2006) shows playing online game is the biggest purpose when the college students use internet. That means the number of online game addiction college students might probably exceed our imagination.
    There are few researches about online game addiction that use personality trait as interference variable and put online game addiction level into mediator variable. Some researches found the college students who are easier to be addicted to online game than others.
    Therefore, this study chooses college students as objects and uses personality trait as interference variable and put online game addiction level into mediator variable to examine college students in different interpersonal relationship and attachment relationship, their personality traits would interfere their online game addiction level or not, and examine how the online game addiction level affects college students’ grade.
    This study finds some results as below:
    First, the interpersonal relationships of college students would significantly affect their online game addiction level, the lower relationship between parents relationship and friends relationship, the higher online game addiction level the college students would be.
    Second, the attachment relationships of college students would significantly affect their online game addiction level, the lower secure attachment and avoidant attachment relationship, the higher online game addiction level the college students would be. But the ambivalent attachment relationship would not significantly affect their online game addiction level.
    Third, the personality traits of college students would significantly interfere the relationship between interpersonal relationship and online game addiction level.
    Fourth, the personality traits of college students would significantly interfere the relationship between attachment relationship and online game addiction level.
    Fifth, the lower online game addiction level, the higher grade the college students would get.
    Appears in Collections:[Graduate Institute & Department of Business Administration] Thesis

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