學術產出-學位論文

文章檢視/開啟

書目匯出

Google ScholarTM

政大圖書館

引文資訊

TAIR相關學術產出

題名 網路遊戲成癮與網路遊戲玩家遊戲動機的關係-以潛在剖面分析模式探討
Latent profiles of online gaming addiction and their associations with gaming motivation
作者 簡欣儀
Chien, Hsin-Yi
貢獻者 許文耀
簡欣儀
Chien, Hsin-Yi
關鍵詞 網路遊戲成癮
網路遊戲動機
潛在剖面分析
Gaming addiction
Gaming motivation
Latent profile
日期 2018
上傳時間 9-十一月-2018 15:48:20 (UTC+8)
摘要 過去研究對於網路遊戲成癮問題較少針對玩家成癮表現之異質性進行探討,同時在玩家遊戲動機研究上,多針對單一動機對網路遊戲成癮之影響,對於不同網路遊戲動機組合與網路遊戲成癮間關係,國內較缺乏相關研究。本研究採用潛在剖面分析模式,試圖探討網路遊戲玩家在網路遊戲成癮問題與網路遊戲動機是否存在異質性之潛在類別,進一步檢視各網路遊戲成癮類別中網路遊戲動機類別之特性。
研究對象為18歲以上過去一年曾從事網路遊戲行為之玩家,以線上問卷填寫網路遊戲成癮量表與網路遊戲動機量表,有效樣本數為410名。研究結果發現:一、網路遊戲成癮問題可區分出五種潛在類別:高度網路遊戲成癮問題組、中度網路遊戲成癮問題組、低度網路遊戲成癮問題組、心理依賴問題組與現實生活管理問題組;二、網路遊戲動機可區分出五種潛在類別:高度投入遊戲組、享受社交-探索沉浸組、享受謀略成就-角色設計組、中度投入遊戲組與單純休閒娛樂組。三、不同網路遊戲成癮類別之玩家,分布在各網路遊戲動機類別之人數比例有顯著差異;低度網路遊戲成癮組中,單純休閒娛樂動機組所佔比例顯著高於其他成癮類組;四、不同網路遊戲動機類別之玩家,在各網路遊戲成癮比例分布有顯著差異;高度投入遊戲組中,以高度網路遊戲成癮問題人數比例最高;而單純休閒娛樂動機組中,則以低度網路遊戲成癮問題組人數比例最高。五、不同網路遊戲成癮問題類組在性別、主要遊戲裝置、接觸網路遊戲年資、每次遊戲時間、每周遊戲時數與偏好遊戲類型人數比例分布有顯著差異。
本研究結果支持玩家在網路遊戲成癮問題與網路遊戲動機上存在異質性之次類別,且不同網路遊戲成癮類別在網路遊戲動機組合類型及相關遊戲行為特性上有顯著差異。在臨床應用方面,期待本研究之結果提供相關教育或醫療單位,未來在擬定相關預防策略或介入計畫時,更能注意到不同網路遊戲成癮類型,其症狀表現與動機類型之差異,提供更適切之治療與介入方向。
There was a lack of research into the heterogeneity of online gamers and its relationship with online gaming motivation. One of the aims of the present study was to identify and describe the taxonomy of online gamers based on responses to the Online Gaming Addiction Scale. Another aim of this study was to categorize online gaming motivations and their associations with online gaming addiction.
A sample comprised 410 online gamers who were surveyed about their gaming behaviors and motivations. Latent Profile Analysis revealed five classes of gaming addiction, which comprised:(1)high online gaming addiction problem; (2)intermediate online gaming addiction problem; (3)low online gaming addiction problem; (4)psychological-dependent problem; (5)real-life management problem. Five classes of gaming motivations were extracted including:(1)highly engagement; (2)highly social, discovery-orientated and immersion; (3)highly maneuvered, achievement-orientated and role-design; (4) intermediate-engagement; (5)simply for leisure activity. The relationship between online gaming addiction classes and gaming motivation classes was significant. Motivation classes were distributed unequally between the five addiction groups. The low online gaming addiction problem group was characterized by having significantly the highest proportion of the motivation of simply for leisure activity. And online gaming addiction classes were also distributed significantly unequally between the five motivation groups. The highly-engaged motivation group was differentiated from other motivation groups by having the highest proportion of high online gaming addiction problem. Meanwhile, the simply for leisure activity motivation was distributed most in the group of low online gaming addiction problem.
Based on our findings, online gamers are not homogeneous. And the online gaming addiction problem classes have significant differences from each other in the distributions of the gaming motivation classes and gaming-related behaviors. Implications of these findings can be used for prevention, intervention and clinical programs.
參考文獻 壹、中文部分
1.王智弘 (2009) 。 網路諮商、網路成癮與網路心理健康 。台北市:學富文化。
2.財團法人國家衛生研究院 (2018)。長時間使用=網路遊戲成癮? 揭開青少年網路遊戲成癮盛行率面紗。取自:http://iphs.nhri.org.tw/archives/?page_id=1694。
3.財團法人台灣網路資訊中心TWNIC (2017)。2017年台灣無線網路使用調查報告。取自:https://www.twnic.net.tw/download/200307/201711c.pdf。
4.財團法人資策進會產業情報研究所(2014)。2014年台灣網友遊戲娛樂調查分析。取自http://mic.iii.org.tw/aiso/reports/reportdetail2.asp?sesd=985716280&docid=CDOC201。
5.財團法人商業發展研究院(2016)。2016台灣遊戲產業發展趨勢及商機。取自:http://www.pershing.com.tw/tw/download/seminar/20160311_seminar/handouts/160311。
6.凃金堂(2009)。 教育測驗與評量。台北:三民。
7.陳淑惠、翁儷禎、蘇逸人、吳和懋、楊品鳳(2003)。 中文網路成癮量表之編製與心理計量特性研究 。《 中華心理學刊 》,45,279-294。
8.施香如、 許韶玲 (2016)。網路成癮的診斷準則與評估工具:發展歷史與未來方向。《 教育心理學報 》,48(1),53-75。
9.张锦涛、陈超、刘凤娥、赵会春、王燕、方晓义(2013)。网络游戏动机量表在中国大学生中的初步修订。中国临床心理学杂志, 21(1), 13-16。
10.陈兵, 邹翔與周国勇(2011). 网络身份管理发展趋势研究. 信息网络安全, (3),0-0。
貳、外文部分
11.American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM-5®). American Psychiatric Publishing
12.Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDS. Retrieved from http://www.mud.co.uk/richard/hcds.htm.
13.Block, J. J. (2008). Issue for DSM-V: Internet Addiction. The American Journal of Psychiatry ,165, 306-307.
14.Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103-109.
15.Billieux, J., Thorens, G., Khazaal, Y., Zullino, D., Achab, S., & Van der Linden, M. (2015). Problematic involvement in online games: A cluster analytic approach. Computers in Human Behavior, 43, 242-250.
16.Caplan, S. E. (2002). Problematic internet use and psychosocial well-being: development of a theory-based cognitive-behavioral measurement instrument. Computers in Human Behavior, 18(5), 553–575.
17.Caplan, S. E., Williams, D., & Yee, N. (2009). Problematic internet use and psychosocial well-being among MMO players. Computers in Human Behavior, 25(6), 1312–1319.
18.Chang, L. R. (2014). Internet Addiction among Taiwanese Youths. Journal of Youth Studies , 17(1).
19.Chang, S. M., Hsieh, G. M., & Lin, S. S. (2018). The mediation effects of gaming motives between game involvement and problematic Internet use: Escapism, advancement and socializing. Computers & Education, 122, 43-53.
20.Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high
engagement in the context of online game playing. Computers in Human Behavior, 23(3), 1531–1548.
21.Dauriat, F. Z., Zermatten, A., Billieux, J., Thorens, G., Bondolfi, G., Zullino, D., & Khazaal, Y. (2011). Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey. European Addiction Research, 17(4), 185-189.
22.Davis, R. A. (2001). A cognitive-behavioral model of pathological Internet use. Computers in Human Behavior, 17(2), 187-195.
23.Deci, E. L., Vallerand, R. J., Pelletier, L. G., & Ryan, R. M. (1991). Motivation and education: The self-determination perspective. Educational Psychologist, 26(3-4), 325-346.
24.Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., Reindl, A., Ágoston, C., Kertész, A., & Harmath, E. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior Research Methods, 43(3), 814-825.
25.Dindar, M., & Akbulut, Y. (2014). Motivational characteristics of Turkish MMORPG players. Computers in Human Behavior, 33, 119-125.
26.Dreier, M., Wölfling, K., Duven, E., Giralt, S., Beutel, M. E., & Müller, K. W. (2017). Free-to-play: about addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and internet gaming disorder. Addictive Behaviors, 64, 328-333.
27.Faulkner, G., Irving, H., Adlaf, E. M., & Turner, N. (2015). Subtypes of Adolescent Video Gamers: a Latent Class Analysis. International Journal of Mental Health and Addiction, 13(1), 1-18.
28.Festl, R., Scharkow, M., Quandt, T. (2013). Problematic computer game use among adolescents, younger and older adults. Addiction, 108, 592-599.
29.Fuster, H., Oberst, U., Griffiths, M., Carbonell, X., Chamarro, A., & Talarn, A. (2012). Psychological motivation in online role-playing games: A study of Spanish World of Warcraft players. Anales de Psicología/Annals of Psychology, 28(1), 274-280.
30.Fuster, H., Carbonell, X., Pontes, H. M., & Griffiths, M. D. (2016). Spanish validation of the internet gaming disorder-20 (IGD-20) test. Computers in Human Behavior, 56, 215-224.
31.Gentile, D. A. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20(5), 594–602.
32.Griffiths, M. D., Davies, M. N., & Chappell, D. (2004a). Demographic factors and playing variables in online computer gaming. CyberPsychology & Behavior, 7(4), 479-487.
33.Griffiths, M. D., Davies, M. N., & Chappell, D. (2004b). Online computer gaming: a comparison of adolescent and adult gamers. Journal of Adolescence, 27(1), 87-96.
34.Griffiths, M. D. (2005). A ‘components’ model of addiction within a biopsycho-social framework. Journal of Substance Use, 10(4), 191–197.
35.Griffiths, M. D. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8(1), 119-125.
36.Griffiths M.D., King, D.L. & Demetrovics, Z. (2014). DSM-5 internet gaming disorder needs a unified approach to assessment. Neuropsychiatry, 4(1):1-4.
37.Griffiths, M. D., Király, O., Pontes, H. M., & Demetrovics, Z. (2015). An overview of problematic gaming. Mental Health in the Digital Age: Grave dangers, great promise(pp. 27-44). Oxford University Press.
38.Goldberg, I. (1996). Internet addiction disorder. Retrieved March 11, 2002, from http://www.cog.brown.edu/brochures/people/duchon/humor/Internet. addiction.html
39.Gorsuch, R. L.(1997). Exploratory factor analysis: Its role in item analysis. Journal of Personality Assessment, 68, 532-560.
40.Haagsma, M. C., Caplan, S. E., Peters, O., & Pieterse, M. E. (2013). A cognitive-behavioral model of problematic online gaming in adolescents aged 12–22 years. Computers in Human Behavior, 29(1), 202-209.
41. Herodotou, C., Kambouri, M., & Winters, N. (2014). Dispelling the myth of the socio-emotionally dissatisfied gamer. Computers in Human Behavior, 32, 23-31.
42. Hawi, N. S., & Samaha, M. (2017). Validation of the Arabic version of the internet gaming disorder-20 test. Cyberpsychology, Behavior, and Social Networking, 20(4), 268-272.
43. Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., & Tatham, R. L. (2006). Multivariate data analysis. NJ: Pearson Prentice Hall.
44. Hellström, C., Nilsson, K. W., Leppert, J., & Åslund, C. (2012). Influences of motives to play and time spent gaming on the negative consequences of adolescent online computer gaming. Computers in Human Behavior, 28(4), 1379-1387.
45. Hussain, Z., & Griffiths, M. D. (2009). The attitudes, feelings, and experiences of online gamers: a qualitative analysis. CyberPsychology & Behavior, 12(6), 747-753.
46. Hussain, Z., Williams, G. A., & Griffiths, M. D. (2015). An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games. Computers in Human Behavior, 50, 221-230.
47. Jansz, J., & Tanis, M. (2007). Appeal of playing online first person shooter games. CyberPsychology & Behavior, 10(1), 133-136.
48. Jeong, E. J., & Kim, D. H. (2011). Social activities, self-efficacy, game attitudes, and game addiction. Cyberpsychology, Behavior, and Social Networking, 14(4), 213-221.
49. Kardefelt-Winther, D. (2014a). A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use. Computers in Human Behavior, 31, 351-354.
50. Kardefelt-Winther, D. (2014b). The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming. Computers in Human Behavior, 38, 68-74.
51. Kahn, A. S., Shen, C., Lu, L., Ratan, R. A., Coary, S., Hou, J., ... & Williams, D. (2015). The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior, 49, 354-361.
52. Kaptsis, D., King, D. L., Delfabbro, P. H., & Gradisar, M. (2016). Withdrawal symptoms in internet gaming disorder: a systematic review. Clinical Psychology Review, 43, 58-66.
53. Kim, K., Ryu, E., Chon, M., Yeun, E., Choi, S., Seo, S., et al. (2006). Internet addiction in Korean adolescents and its relation to depression and suicidal ideation: A questionnaire survey. International Journal of Nursing Studies, 43, 185–192.
54. Kim, D., Nam, J. K., Oh, J., & Kang, M. C. (2016a). A latent profile analysis of the interplay between PC and smartphone in problematic internet use. Computers in Human Behavior, 56, 360-368.
55. Kim, N. R., Hwang, S. S. H., Choi, J. S., Kim, D. J., Demetrovics, Z., Király, O., ... & Choi, S. W. (2016b). Characteristics and psychiatric symptoms of internet gaming disorder among adults using self-reported DSM-5 criteria. Psychiatry Investigation, 13(1), 58-66.
56. King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013a). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33(3), 331-342.
57. King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2013b). Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study. Cyberpsychology, Behavior, and Social Networking, 16(1), 72-76.
58. King, D. L., & Delfabbro, P. H. (2014). Internet gaming disorder treatment: a review of definitions of diagnosis and treatment outcome. Journal of Clinical Psychology, 70(10), 942-955.
59. Király, O., Nagygyörgy, K., Griffiths, M., & Demetrovics, Z. (2014). Problematic online gaming. Behavioral Addictions:Criteria, Evidence, and Treatment (pp. 61-97). Elsevier.
60. Király, O., Griffiths, M. D., Urbán, R., Farkas, J., Kökönyei, G., Elekes, Z., ... & Demetrovics, Z. (2014). Problematic internet use and problematic online gaming are not the same: Findings from a large nationally representative adolescent sample. Cyberpsychology, Behavior, and Social Networking, 17(12), 749-754.
61. Király, O., Griffiths, M. D., & Demetrovics, Z. (2015). Internet Gaming Disorder and the DSM-5: Conceptualization, debates, and controversies. Current Addiction Reports, 2(3), 254-262.
62. Király, O., Nagygyörgy, K., Koronczai, B., Griffiths, M. D., & Demetrovics, Z. (2015). Assessment of problematic internet use and online video gaming. Mental Health in the Digital Age: Grave dangers, great promise(pp.46-68). Oxford University Press.
63. Király, O., Urbán, R., Griffiths, M. D., Ágoston, C., Nagygyörgy, K., Kökönyei, G., & Demetrovics, Z. (2015). The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: An online survey. Journal of Medical Internet Research, 17(4), e88. doi: 10.2196/jmir.3515.
64. Király, O., Tóth, D., Urbán, R., Demetrovics, Z., & Maraz, A. (2017). Intense video gaming is not essentially problematic. Psychology of Addictive Behaviors, 31(7), 807-817.
65. Kirby, A., Jones, C., & Copello, A. (2014). The Impact of Massively Multiplayer Online Role Playing Games (MMORPGs) on Psychological Wellbeing and the Role of Play Motivations and Problematic Use. International Journal of Mental Health and Addiction, 12(1), 36-51.
66. Kroenke, K., Spitzer, R. L., & Williams, J. B. (2001). The PHQ‐9: validity of a brief depression severity measure. Journal of General Internal Medicine, 16(9), 606-613.
67. Ko, C. H., Yen, J.Y., Chen, C.S., Yen, Y.C., & Yen, C.F. (2005). Gender difference and related factors affecting online gaming addiction among Taiwanese adolescents. Journal of Nervous and Mental Disease, 193(4), 273-277.
68. Ko, C. H., Yen, J.Y., Chen, C.S., Chen, C.C., & Yen, C. F. (2008). Psychiatric comorbidity of Internet addiction in college students: An interview study. CNS Spectrum,13(2), 147-153.
69. Ko, C. H., Yen, J. Y., Chen, C.S., Yen, Y.C., & Yen, C. F. (2009). Predictive values of psychiatric symptoms for internet addiction in adolescents:a 2-year prospective study. Arch Pediatr Adolesc Med, 163(10), 937-943.
70. Ko, C. H., Liu, G.C., Hsiao, S., Yen, J.Y., Yang, M.J., Lin, W.C., Yen, C.F., & Chen, C.S.(2009). Brain activities associated with gaming urge of online gaming addiction. Journal of Psychiatric Research , 43(7), 739-747.
71. Ko, C.H., Liu, T.L., Wang, P.W., Chen, C.S., Yen, C.F., & Yen, J. Y. (2014). The exacerbation of depression, hostility, and social anxiety in the course of internet addiction among adolescents: A perspective study. Comprehensive Psychiatry, 55(6):1377-1384.
72. Kwon, J. H., Chung, C. S., & Lee, J. (2011). The effects of escape from self and interpersonal relationship on the pathological use of internet games. Community Mental Health Journal, 47(1), 113-121.
73. Kuss, D. J. (2013). Internet gaming addiction: current perspectives. Psychology Research and Behavior Management, 6, 125-137.
74. Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278–296.
75. Kuss, D. J., Louws, J., Wiers, R. W. (2012). Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games. CyberPsychology, Behavior & Social Networking, 15(9), 480-485. DOI: 10.1089/cyber.2012.0034.
76. Kwon, J. H., Chung, C. S., & Lee, J. (2009). The effect of escape from self and interpersonal relationship on the pathological use of internet games. Community Mental Health Journal, 47(1), 113-121.
77. Lai, C. M., Mak, K. K., Watanabe, H., Ang, R. P., Pang, J. S., & Ho, R. C.(2013). Psychometric properties of the internet addiction test in Chinese adolescents. Journal of Pediatric Psychology,38(7), 794-807.
78. Lazarsfeld, P. F., Henry, N. W., & Anderson, T. W. (1968). Latent structure analysis (Vol. 109). Boston: Houghton Mifflin.
79. Lee, J., Lee, M., & Choi, I. H. (2012). Social network games uncovered: Motivations and their attitudinal and behavioral outcomes. Cyberpsychology, Behavior, and Social Networking, 15(12), 643-648.
80. Lee, Y. H., Ko, C. H., & Chou, C. (2015). Re-visiting Internet addiction among Taiwanese students: a cross-sectional comparison of students’ expectations, online gaming, and online social interaction. Journal of Abnormal Child Psychology, 43(3), 589-599.
81. Lehenbauer-Baum, M., Klaps, A., Kovacovsky, Z., Witzmann, K., Zahlbruckner, R., & Stetina, B. U. (2015). Addiction and engagement: an explorative study toward classification criteria for internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 18(6), 343-349.
82. Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12, 77–95.
83. Mak, K. K., Lai, C. M., Watanabe, H., Kim, D. I., Bahar, N., Ramos, M., ... & Cheng, C. (2014). Epidemiology of internet behaviors and addiction among adolescents in six Asian countries. Cyberpsychology, Behavior, and Social Networking, 17(11), 720-728.
84. Montag, C., Bey, K., Sha, P., Li, M., Chen, Y., Liu, W., & ... Reuter, M. (2015). Is it meaningful to distinguish between generalized and specific Internet addiction? Evidence from a cross-cultural study from Germany, Sweden, Taiwan and China. Asia-Pacific Psychiatry, 7(1), 20-26. doi:10.1111/appy.12122
85. Nagygyörgy, K., Urbán, R., Farkas, J., Griffiths, M. D., Zilahy, D., Kökönyei, G., ... & Harmath, E. (2013). Typology and sociodemographic characteristics of massively multiplayer online game players. International Journal of Human-Computer Interaction, 29(3), 192-200.
86. Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the Internet and online gaming. CyberPsychology & Behavior, 8, 110-113.
87. Nylund, K. L., Asparouhov, T., & Muthén, B. (2007). Deciding on the number of classes in latent class analysis and growth mixture modeling: A Monte Carlo simulation study. Structural Equation Modeling, 14(4), 535-569.
88. Petry, N. M., Rehbein, F., Gentile, D.A., Lemmens, J.S., Rumpf, H.J., Mößle, T., Bischof, G.,Tao, R., Fung, D.S., Borges, G., Auriacombe, M., González Ibáñez, A., Tam, P., & O`Brien, C.P. (2014). An international consensus for assessing internet gaming disorder using the new DSM-5 approach. Addiction, 109, 1399–1406.
89. Petry, N. M., & O’Brien, C. P. (2013). Internet gaming disorder and the DSM-5. Addiction,108(7), 1186-1187.
90. Pontes, H. M., Kiraly, O., Demetrovics, Z., & Griffiths, M. D. (2014). The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: the development of the IGD-20 Test. PLoS One, 9(10), e110137.
91. Rehbein, F., Psych, G., Kleimann, M., Mediasci, G., & Mossle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: Results of a German nationwide survey. Cyberpsychology, Behavior and Social Networking, 13(3), 269–277.
92. Reis, H. T., Sheldon, K. M., Gable, S. L., Roscoe, J., & Ryan, R. M. (2000). Daily well-being: The role of autonomy, competence, and relatedness. Personality and social psychology bulletin, 26(4), 419-435.
93. Rosato, N. S., & Baer, J. C. (2012). Latent class analysis: A method for capturing heterogeneity. Social Work Research, 36(1), 61-69.
94. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344-360.
95. Seok, S., & DaCosta, B. (2012). The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults. Computers in Human Behavior, 28(6), 2143-2151.
96. Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between addiction and identifying with a character. CyberPsychology & Behavior, 11(6), 715-718.
97. Tejeiro Salguero, R. A., & Morán, R. M. B. (2002). Measuring problem video game playing in adolescents. Addiction, 97(12), 1601-1606.
98. Van Rooij, A. J., Schoenmakers, T. M., Van de Eijnden, R. J., & Van de Mheen, D. (2010). Compulsive internet use: the role of online gaming and other internet applications. Journal of Adolescent Health, 47(1), 51-57.
99. Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. Addiction, 106(1), 205-212.
100. Van Rooij, A. J., Daneels, R., Liu, S., Anrijs, S., & Van Looy, J. (2017). Children’s Motives to Start, Continue, and Stop Playing Video Games: Confronting Popular Theories with Real-World Observations. Current Addiction Reports, 4(3), 323-332.
101. Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online games addiction: Atest of flow theory and humanistic needs theory for taiwanese adolescents. CyberPsychology & Behavior, 9(3), 317-324.
102. Wan, C. S. & Chiou, W. B. (2007). The motivations of adolescents who are addicted to online games: A cognitive perspective. Adolescence, 42(165), 179-197.
103. Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer‐Mediated Communication, 13(4), 993-1018.
104. Widyanto, L., & McMurran, M. (2004). The psychometric properties of the internet addiction test. CyberPsychology & Behavior, 7(4), 443-450.
105. World Health Organization . (2018). ICD-11 beta draft – Mortality and morbidity statistics. Mental, behavioural or neurodevelopmental disorders. Retrieved from https://icd.who.int/dev11/lm/en#/http%3a%2f%2fid.who.int%2ficd%2fentity%2f334423054
106. Wu, C.Y., Lee, M.B., Liao, S.C. & Chang, L.R. (2015). Risk factors of internet addiction among internet users: An online questionnaire survey. PLoS One, 10(10), 1-10.
107. Xu, Z., Turel, O., & Yuan, Y. (2012). Online game addiction among adolescents: motivation and prevention factors. European Journal of Information Systems, 21(3), 321-340.
108. Yee, N. (2006a). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and Virtual Environments, 15(3), 309-329.
109. Yee, N. (2006b). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775.
110. Yee, N., Ducheneaut, N., & Nelson, L. (2012, May). Online gaming motivations scale: development and validation. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 2803-2806). ACM.
111. Yee, N. (2016). The gamer motivation profile: what we learned from 250,000 gamers. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (pp. 2-2). ACM.
112. Young, K. S. (1998). Internet addiction: the emergence of a new clinical disorder. CyberPsychology & Behavior, 1, 237–244.
113. Young, K. S., & De Abreu, C. N. (Eds.). (2010). Internet addiction: A handbook and guide to evaluation and treatment. John Wiley & Sons.
114. Young, K. S., & Rogers, R. C. (1998). The relationship between depression and Internet addiction. CyberPsychology and Behavior, 1(1), 25-28.
115. Young, K. S. (2004). Internet addiction: A new clinical phenomenon and its consequences. American Behavioral Scientist, 48(4), 402-415.
116. Young, K. (2009). Internet addiction: diagnosis and treatment considerations. Journal of Contemporary Psychotherapy, 39(4), 241-246.
117. Zhang, J. & Xin, T. (2013). Measurement of Internet addiction:an item response analysis approach. . Cyberpsychology, Behavior and Social Networking, 16, 464-468.
118. Zhong, Z. J., & Yao, M. Z. (2013). Gaming motivations, avatar-self identification and symptoms of online game addiction. Asian Journal of Communication, 23(5), 555-573.
描述 碩士
國立政治大學
心理學系
104752005
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0104752005
資料類型 thesis
dc.contributor.advisor 許文耀zh_TW
dc.contributor.author (作者) 簡欣儀zh_TW
dc.contributor.author (作者) Chien, Hsin-Yien_US
dc.creator (作者) 簡欣儀zh_TW
dc.creator (作者) Chien, Hsin-Yien_US
dc.date (日期) 2018en_US
dc.date.accessioned 9-十一月-2018 15:48:20 (UTC+8)-
dc.date.available 9-十一月-2018 15:48:20 (UTC+8)-
dc.date.issued (上傳時間) 9-十一月-2018 15:48:20 (UTC+8)-
dc.identifier (其他 識別碼) G0104752005en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/120885-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 心理學系zh_TW
dc.description (描述) 104752005zh_TW
dc.description.abstract (摘要) 過去研究對於網路遊戲成癮問題較少針對玩家成癮表現之異質性進行探討,同時在玩家遊戲動機研究上,多針對單一動機對網路遊戲成癮之影響,對於不同網路遊戲動機組合與網路遊戲成癮間關係,國內較缺乏相關研究。本研究採用潛在剖面分析模式,試圖探討網路遊戲玩家在網路遊戲成癮問題與網路遊戲動機是否存在異質性之潛在類別,進一步檢視各網路遊戲成癮類別中網路遊戲動機類別之特性。
研究對象為18歲以上過去一年曾從事網路遊戲行為之玩家,以線上問卷填寫網路遊戲成癮量表與網路遊戲動機量表,有效樣本數為410名。研究結果發現:一、網路遊戲成癮問題可區分出五種潛在類別:高度網路遊戲成癮問題組、中度網路遊戲成癮問題組、低度網路遊戲成癮問題組、心理依賴問題組與現實生活管理問題組;二、網路遊戲動機可區分出五種潛在類別:高度投入遊戲組、享受社交-探索沉浸組、享受謀略成就-角色設計組、中度投入遊戲組與單純休閒娛樂組。三、不同網路遊戲成癮類別之玩家,分布在各網路遊戲動機類別之人數比例有顯著差異;低度網路遊戲成癮組中,單純休閒娛樂動機組所佔比例顯著高於其他成癮類組;四、不同網路遊戲動機類別之玩家,在各網路遊戲成癮比例分布有顯著差異;高度投入遊戲組中,以高度網路遊戲成癮問題人數比例最高;而單純休閒娛樂動機組中,則以低度網路遊戲成癮問題組人數比例最高。五、不同網路遊戲成癮問題類組在性別、主要遊戲裝置、接觸網路遊戲年資、每次遊戲時間、每周遊戲時數與偏好遊戲類型人數比例分布有顯著差異。
本研究結果支持玩家在網路遊戲成癮問題與網路遊戲動機上存在異質性之次類別,且不同網路遊戲成癮類別在網路遊戲動機組合類型及相關遊戲行為特性上有顯著差異。在臨床應用方面,期待本研究之結果提供相關教育或醫療單位,未來在擬定相關預防策略或介入計畫時,更能注意到不同網路遊戲成癮類型,其症狀表現與動機類型之差異,提供更適切之治療與介入方向。
zh_TW
dc.description.abstract (摘要) There was a lack of research into the heterogeneity of online gamers and its relationship with online gaming motivation. One of the aims of the present study was to identify and describe the taxonomy of online gamers based on responses to the Online Gaming Addiction Scale. Another aim of this study was to categorize online gaming motivations and their associations with online gaming addiction.
A sample comprised 410 online gamers who were surveyed about their gaming behaviors and motivations. Latent Profile Analysis revealed five classes of gaming addiction, which comprised:(1)high online gaming addiction problem; (2)intermediate online gaming addiction problem; (3)low online gaming addiction problem; (4)psychological-dependent problem; (5)real-life management problem. Five classes of gaming motivations were extracted including:(1)highly engagement; (2)highly social, discovery-orientated and immersion; (3)highly maneuvered, achievement-orientated and role-design; (4) intermediate-engagement; (5)simply for leisure activity. The relationship between online gaming addiction classes and gaming motivation classes was significant. Motivation classes were distributed unequally between the five addiction groups. The low online gaming addiction problem group was characterized by having significantly the highest proportion of the motivation of simply for leisure activity. And online gaming addiction classes were also distributed significantly unequally between the five motivation groups. The highly-engaged motivation group was differentiated from other motivation groups by having the highest proportion of high online gaming addiction problem. Meanwhile, the simply for leisure activity motivation was distributed most in the group of low online gaming addiction problem.
Based on our findings, online gamers are not homogeneous. And the online gaming addiction problem classes have significant differences from each other in the distributions of the gaming motivation classes and gaming-related behaviors. Implications of these findings can be used for prevention, intervention and clinical programs.
en_US
dc.description.tableofcontents 第一章 緒論……………………………………………………………………………1
第二章 文獻探討………………………………………………………………………6
第一節 網路成癮與網路遊戲成癮 ………………………………………6
第二節 網路遊戲成癮 ………………………………………………………………8
第三節 網路遊戲動機 ………………………………………………………………17
第四節 遊戲動機與網路遊戲成癮 …………………………………………………21
第五節 研究問題與假設 ……………………………………………………………23
第三章 研究方法………………………………………………………………………25
第一節 研究對象……………………………………………………………25
第二節 研究工具……………………………………………………………28
第三節 統計分析……………………………………………………………37
第四章 研究結果………………………………………………………………………39
第一節 編修網路遊戲成癮量表與遊戲動機量表之計量特徵……………39
第二節 網路遊戲成癮之潛在剖面分析……………………………………44
第三節 網路遊戲動機之潛在剖面分析……………………………………47
第四節 網路遊戲成癮與網路遊戲動機之關係……………………………49
第五節 網路遊戲成癮潛在剖面類別差異比較……………………………52
第五章 討論……………………………………………………………………………58
第一節 結果與討論…………………………………………………………58
第二節 研究限制與建議……………………………………………………66
第三節 研究貢獻……………………………………………………………66
參考文獻…………………………………………………………………………………67
附錄………………………………………………………………………………………77
zh_TW
dc.format.extent 2481926 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0104752005en_US
dc.subject (關鍵詞) 網路遊戲成癮zh_TW
dc.subject (關鍵詞) 網路遊戲動機zh_TW
dc.subject (關鍵詞) 潛在剖面分析zh_TW
dc.subject (關鍵詞) Gaming addictionen_US
dc.subject (關鍵詞) Gaming motivationen_US
dc.subject (關鍵詞) Latent profileen_US
dc.title (題名) 網路遊戲成癮與網路遊戲玩家遊戲動機的關係-以潛在剖面分析模式探討zh_TW
dc.title (題名) Latent profiles of online gaming addiction and their associations with gaming motivationen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 壹、中文部分
1.王智弘 (2009) 。 網路諮商、網路成癮與網路心理健康 。台北市:學富文化。
2.財團法人國家衛生研究院 (2018)。長時間使用=網路遊戲成癮? 揭開青少年網路遊戲成癮盛行率面紗。取自:http://iphs.nhri.org.tw/archives/?page_id=1694。
3.財團法人台灣網路資訊中心TWNIC (2017)。2017年台灣無線網路使用調查報告。取自:https://www.twnic.net.tw/download/200307/201711c.pdf。
4.財團法人資策進會產業情報研究所(2014)。2014年台灣網友遊戲娛樂調查分析。取自http://mic.iii.org.tw/aiso/reports/reportdetail2.asp?sesd=985716280&docid=CDOC201。
5.財團法人商業發展研究院(2016)。2016台灣遊戲產業發展趨勢及商機。取自:http://www.pershing.com.tw/tw/download/seminar/20160311_seminar/handouts/160311。
6.凃金堂(2009)。 教育測驗與評量。台北:三民。
7.陳淑惠、翁儷禎、蘇逸人、吳和懋、楊品鳳(2003)。 中文網路成癮量表之編製與心理計量特性研究 。《 中華心理學刊 》,45,279-294。
8.施香如、 許韶玲 (2016)。網路成癮的診斷準則與評估工具:發展歷史與未來方向。《 教育心理學報 》,48(1),53-75。
9.张锦涛、陈超、刘凤娥、赵会春、王燕、方晓义(2013)。网络游戏动机量表在中国大学生中的初步修订。中国临床心理学杂志, 21(1), 13-16。
10.陈兵, 邹翔與周国勇(2011). 网络身份管理发展趋势研究. 信息网络安全, (3),0-0。
貳、外文部分
11.American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM-5®). American Psychiatric Publishing
12.Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDS. Retrieved from http://www.mud.co.uk/richard/hcds.htm.
13.Block, J. J. (2008). Issue for DSM-V: Internet Addiction. The American Journal of Psychiatry ,165, 306-307.
14.Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103-109.
15.Billieux, J., Thorens, G., Khazaal, Y., Zullino, D., Achab, S., & Van der Linden, M. (2015). Problematic involvement in online games: A cluster analytic approach. Computers in Human Behavior, 43, 242-250.
16.Caplan, S. E. (2002). Problematic internet use and psychosocial well-being: development of a theory-based cognitive-behavioral measurement instrument. Computers in Human Behavior, 18(5), 553–575.
17.Caplan, S. E., Williams, D., & Yee, N. (2009). Problematic internet use and psychosocial well-being among MMO players. Computers in Human Behavior, 25(6), 1312–1319.
18.Chang, L. R. (2014). Internet Addiction among Taiwanese Youths. Journal of Youth Studies , 17(1).
19.Chang, S. M., Hsieh, G. M., & Lin, S. S. (2018). The mediation effects of gaming motives between game involvement and problematic Internet use: Escapism, advancement and socializing. Computers & Education, 122, 43-53.
20.Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high
engagement in the context of online game playing. Computers in Human Behavior, 23(3), 1531–1548.
21.Dauriat, F. Z., Zermatten, A., Billieux, J., Thorens, G., Bondolfi, G., Zullino, D., & Khazaal, Y. (2011). Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey. European Addiction Research, 17(4), 185-189.
22.Davis, R. A. (2001). A cognitive-behavioral model of pathological Internet use. Computers in Human Behavior, 17(2), 187-195.
23.Deci, E. L., Vallerand, R. J., Pelletier, L. G., & Ryan, R. M. (1991). Motivation and education: The self-determination perspective. Educational Psychologist, 26(3-4), 325-346.
24.Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., Reindl, A., Ágoston, C., Kertész, A., & Harmath, E. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior Research Methods, 43(3), 814-825.
25.Dindar, M., & Akbulut, Y. (2014). Motivational characteristics of Turkish MMORPG players. Computers in Human Behavior, 33, 119-125.
26.Dreier, M., Wölfling, K., Duven, E., Giralt, S., Beutel, M. E., & Müller, K. W. (2017). Free-to-play: about addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and internet gaming disorder. Addictive Behaviors, 64, 328-333.
27.Faulkner, G., Irving, H., Adlaf, E. M., & Turner, N. (2015). Subtypes of Adolescent Video Gamers: a Latent Class Analysis. International Journal of Mental Health and Addiction, 13(1), 1-18.
28.Festl, R., Scharkow, M., Quandt, T. (2013). Problematic computer game use among adolescents, younger and older adults. Addiction, 108, 592-599.
29.Fuster, H., Oberst, U., Griffiths, M., Carbonell, X., Chamarro, A., & Talarn, A. (2012). Psychological motivation in online role-playing games: A study of Spanish World of Warcraft players. Anales de Psicología/Annals of Psychology, 28(1), 274-280.
30.Fuster, H., Carbonell, X., Pontes, H. M., & Griffiths, M. D. (2016). Spanish validation of the internet gaming disorder-20 (IGD-20) test. Computers in Human Behavior, 56, 215-224.
31.Gentile, D. A. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20(5), 594–602.
32.Griffiths, M. D., Davies, M. N., & Chappell, D. (2004a). Demographic factors and playing variables in online computer gaming. CyberPsychology & Behavior, 7(4), 479-487.
33.Griffiths, M. D., Davies, M. N., & Chappell, D. (2004b). Online computer gaming: a comparison of adolescent and adult gamers. Journal of Adolescence, 27(1), 87-96.
34.Griffiths, M. D. (2005). A ‘components’ model of addiction within a biopsycho-social framework. Journal of Substance Use, 10(4), 191–197.
35.Griffiths, M. D. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8(1), 119-125.
36.Griffiths M.D., King, D.L. & Demetrovics, Z. (2014). DSM-5 internet gaming disorder needs a unified approach to assessment. Neuropsychiatry, 4(1):1-4.
37.Griffiths, M. D., Király, O., Pontes, H. M., & Demetrovics, Z. (2015). An overview of problematic gaming. Mental Health in the Digital Age: Grave dangers, great promise(pp. 27-44). Oxford University Press.
38.Goldberg, I. (1996). Internet addiction disorder. Retrieved March 11, 2002, from http://www.cog.brown.edu/brochures/people/duchon/humor/Internet. addiction.html
39.Gorsuch, R. L.(1997). Exploratory factor analysis: Its role in item analysis. Journal of Personality Assessment, 68, 532-560.
40.Haagsma, M. C., Caplan, S. E., Peters, O., & Pieterse, M. E. (2013). A cognitive-behavioral model of problematic online gaming in adolescents aged 12–22 years. Computers in Human Behavior, 29(1), 202-209.
41. Herodotou, C., Kambouri, M., & Winters, N. (2014). Dispelling the myth of the socio-emotionally dissatisfied gamer. Computers in Human Behavior, 32, 23-31.
42. Hawi, N. S., & Samaha, M. (2017). Validation of the Arabic version of the internet gaming disorder-20 test. Cyberpsychology, Behavior, and Social Networking, 20(4), 268-272.
43. Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., & Tatham, R. L. (2006). Multivariate data analysis. NJ: Pearson Prentice Hall.
44. Hellström, C., Nilsson, K. W., Leppert, J., & Åslund, C. (2012). Influences of motives to play and time spent gaming on the negative consequences of adolescent online computer gaming. Computers in Human Behavior, 28(4), 1379-1387.
45. Hussain, Z., & Griffiths, M. D. (2009). The attitudes, feelings, and experiences of online gamers: a qualitative analysis. CyberPsychology & Behavior, 12(6), 747-753.
46. Hussain, Z., Williams, G. A., & Griffiths, M. D. (2015). An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games. Computers in Human Behavior, 50, 221-230.
47. Jansz, J., & Tanis, M. (2007). Appeal of playing online first person shooter games. CyberPsychology & Behavior, 10(1), 133-136.
48. Jeong, E. J., & Kim, D. H. (2011). Social activities, self-efficacy, game attitudes, and game addiction. Cyberpsychology, Behavior, and Social Networking, 14(4), 213-221.
49. Kardefelt-Winther, D. (2014a). A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use. Computers in Human Behavior, 31, 351-354.
50. Kardefelt-Winther, D. (2014b). The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming. Computers in Human Behavior, 38, 68-74.
51. Kahn, A. S., Shen, C., Lu, L., Ratan, R. A., Coary, S., Hou, J., ... & Williams, D. (2015). The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior, 49, 354-361.
52. Kaptsis, D., King, D. L., Delfabbro, P. H., & Gradisar, M. (2016). Withdrawal symptoms in internet gaming disorder: a systematic review. Clinical Psychology Review, 43, 58-66.
53. Kim, K., Ryu, E., Chon, M., Yeun, E., Choi, S., Seo, S., et al. (2006). Internet addiction in Korean adolescents and its relation to depression and suicidal ideation: A questionnaire survey. International Journal of Nursing Studies, 43, 185–192.
54. Kim, D., Nam, J. K., Oh, J., & Kang, M. C. (2016a). A latent profile analysis of the interplay between PC and smartphone in problematic internet use. Computers in Human Behavior, 56, 360-368.
55. Kim, N. R., Hwang, S. S. H., Choi, J. S., Kim, D. J., Demetrovics, Z., Király, O., ... & Choi, S. W. (2016b). Characteristics and psychiatric symptoms of internet gaming disorder among adults using self-reported DSM-5 criteria. Psychiatry Investigation, 13(1), 58-66.
56. King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013a). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33(3), 331-342.
57. King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2013b). Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study. Cyberpsychology, Behavior, and Social Networking, 16(1), 72-76.
58. King, D. L., & Delfabbro, P. H. (2014). Internet gaming disorder treatment: a review of definitions of diagnosis and treatment outcome. Journal of Clinical Psychology, 70(10), 942-955.
59. Király, O., Nagygyörgy, K., Griffiths, M., & Demetrovics, Z. (2014). Problematic online gaming. Behavioral Addictions:Criteria, Evidence, and Treatment (pp. 61-97). Elsevier.
60. Király, O., Griffiths, M. D., Urbán, R., Farkas, J., Kökönyei, G., Elekes, Z., ... & Demetrovics, Z. (2014). Problematic internet use and problematic online gaming are not the same: Findings from a large nationally representative adolescent sample. Cyberpsychology, Behavior, and Social Networking, 17(12), 749-754.
61. Király, O., Griffiths, M. D., & Demetrovics, Z. (2015). Internet Gaming Disorder and the DSM-5: Conceptualization, debates, and controversies. Current Addiction Reports, 2(3), 254-262.
62. Király, O., Nagygyörgy, K., Koronczai, B., Griffiths, M. D., & Demetrovics, Z. (2015). Assessment of problematic internet use and online video gaming. Mental Health in the Digital Age: Grave dangers, great promise(pp.46-68). Oxford University Press.
63. Király, O., Urbán, R., Griffiths, M. D., Ágoston, C., Nagygyörgy, K., Kökönyei, G., & Demetrovics, Z. (2015). The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: An online survey. Journal of Medical Internet Research, 17(4), e88. doi: 10.2196/jmir.3515.
64. Király, O., Tóth, D., Urbán, R., Demetrovics, Z., & Maraz, A. (2017). Intense video gaming is not essentially problematic. Psychology of Addictive Behaviors, 31(7), 807-817.
65. Kirby, A., Jones, C., & Copello, A. (2014). The Impact of Massively Multiplayer Online Role Playing Games (MMORPGs) on Psychological Wellbeing and the Role of Play Motivations and Problematic Use. International Journal of Mental Health and Addiction, 12(1), 36-51.
66. Kroenke, K., Spitzer, R. L., & Williams, J. B. (2001). The PHQ‐9: validity of a brief depression severity measure. Journal of General Internal Medicine, 16(9), 606-613.
67. Ko, C. H., Yen, J.Y., Chen, C.S., Yen, Y.C., & Yen, C.F. (2005). Gender difference and related factors affecting online gaming addiction among Taiwanese adolescents. Journal of Nervous and Mental Disease, 193(4), 273-277.
68. Ko, C. H., Yen, J.Y., Chen, C.S., Chen, C.C., & Yen, C. F. (2008). Psychiatric comorbidity of Internet addiction in college students: An interview study. CNS Spectrum,13(2), 147-153.
69. Ko, C. H., Yen, J. Y., Chen, C.S., Yen, Y.C., & Yen, C. F. (2009). Predictive values of psychiatric symptoms for internet addiction in adolescents:a 2-year prospective study. Arch Pediatr Adolesc Med, 163(10), 937-943.
70. Ko, C. H., Liu, G.C., Hsiao, S., Yen, J.Y., Yang, M.J., Lin, W.C., Yen, C.F., & Chen, C.S.(2009). Brain activities associated with gaming urge of online gaming addiction. Journal of Psychiatric Research , 43(7), 739-747.
71. Ko, C.H., Liu, T.L., Wang, P.W., Chen, C.S., Yen, C.F., & Yen, J. Y. (2014). The exacerbation of depression, hostility, and social anxiety in the course of internet addiction among adolescents: A perspective study. Comprehensive Psychiatry, 55(6):1377-1384.
72. Kwon, J. H., Chung, C. S., & Lee, J. (2011). The effects of escape from self and interpersonal relationship on the pathological use of internet games. Community Mental Health Journal, 47(1), 113-121.
73. Kuss, D. J. (2013). Internet gaming addiction: current perspectives. Psychology Research and Behavior Management, 6, 125-137.
74. Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278–296.
75. Kuss, D. J., Louws, J., Wiers, R. W. (2012). Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games. CyberPsychology, Behavior & Social Networking, 15(9), 480-485. DOI: 10.1089/cyber.2012.0034.
76. Kwon, J. H., Chung, C. S., & Lee, J. (2009). The effect of escape from self and interpersonal relationship on the pathological use of internet games. Community Mental Health Journal, 47(1), 113-121.
77. Lai, C. M., Mak, K. K., Watanabe, H., Ang, R. P., Pang, J. S., & Ho, R. C.(2013). Psychometric properties of the internet addiction test in Chinese adolescents. Journal of Pediatric Psychology,38(7), 794-807.
78. Lazarsfeld, P. F., Henry, N. W., & Anderson, T. W. (1968). Latent structure analysis (Vol. 109). Boston: Houghton Mifflin.
79. Lee, J., Lee, M., & Choi, I. H. (2012). Social network games uncovered: Motivations and their attitudinal and behavioral outcomes. Cyberpsychology, Behavior, and Social Networking, 15(12), 643-648.
80. Lee, Y. H., Ko, C. H., & Chou, C. (2015). Re-visiting Internet addiction among Taiwanese students: a cross-sectional comparison of students’ expectations, online gaming, and online social interaction. Journal of Abnormal Child Psychology, 43(3), 589-599.
81. Lehenbauer-Baum, M., Klaps, A., Kovacovsky, Z., Witzmann, K., Zahlbruckner, R., & Stetina, B. U. (2015). Addiction and engagement: an explorative study toward classification criteria for internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 18(6), 343-349.
82. Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12, 77–95.
83. Mak, K. K., Lai, C. M., Watanabe, H., Kim, D. I., Bahar, N., Ramos, M., ... & Cheng, C. (2014). Epidemiology of internet behaviors and addiction among adolescents in six Asian countries. Cyberpsychology, Behavior, and Social Networking, 17(11), 720-728.
84. Montag, C., Bey, K., Sha, P., Li, M., Chen, Y., Liu, W., & ... Reuter, M. (2015). Is it meaningful to distinguish between generalized and specific Internet addiction? Evidence from a cross-cultural study from Germany, Sweden, Taiwan and China. Asia-Pacific Psychiatry, 7(1), 20-26. doi:10.1111/appy.12122
85. Nagygyörgy, K., Urbán, R., Farkas, J., Griffiths, M. D., Zilahy, D., Kökönyei, G., ... & Harmath, E. (2013). Typology and sociodemographic characteristics of massively multiplayer online game players. International Journal of Human-Computer Interaction, 29(3), 192-200.
86. Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the Internet and online gaming. CyberPsychology & Behavior, 8, 110-113.
87. Nylund, K. L., Asparouhov, T., & Muthén, B. (2007). Deciding on the number of classes in latent class analysis and growth mixture modeling: A Monte Carlo simulation study. Structural Equation Modeling, 14(4), 535-569.
88. Petry, N. M., Rehbein, F., Gentile, D.A., Lemmens, J.S., Rumpf, H.J., Mößle, T., Bischof, G.,Tao, R., Fung, D.S., Borges, G., Auriacombe, M., González Ibáñez, A., Tam, P., & O`Brien, C.P. (2014). An international consensus for assessing internet gaming disorder using the new DSM-5 approach. Addiction, 109, 1399–1406.
89. Petry, N. M., & O’Brien, C. P. (2013). Internet gaming disorder and the DSM-5. Addiction,108(7), 1186-1187.
90. Pontes, H. M., Kiraly, O., Demetrovics, Z., & Griffiths, M. D. (2014). The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: the development of the IGD-20 Test. PLoS One, 9(10), e110137.
91. Rehbein, F., Psych, G., Kleimann, M., Mediasci, G., & Mossle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: Results of a German nationwide survey. Cyberpsychology, Behavior and Social Networking, 13(3), 269–277.
92. Reis, H. T., Sheldon, K. M., Gable, S. L., Roscoe, J., & Ryan, R. M. (2000). Daily well-being: The role of autonomy, competence, and relatedness. Personality and social psychology bulletin, 26(4), 419-435.
93. Rosato, N. S., & Baer, J. C. (2012). Latent class analysis: A method for capturing heterogeneity. Social Work Research, 36(1), 61-69.
94. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344-360.
95. Seok, S., & DaCosta, B. (2012). The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults. Computers in Human Behavior, 28(6), 2143-2151.
96. Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between addiction and identifying with a character. CyberPsychology & Behavior, 11(6), 715-718.
97. Tejeiro Salguero, R. A., & Morán, R. M. B. (2002). Measuring problem video game playing in adolescents. Addiction, 97(12), 1601-1606.
98. Van Rooij, A. J., Schoenmakers, T. M., Van de Eijnden, R. J., & Van de Mheen, D. (2010). Compulsive internet use: the role of online gaming and other internet applications. Journal of Adolescent Health, 47(1), 51-57.
99. Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. Addiction, 106(1), 205-212.
100. Van Rooij, A. J., Daneels, R., Liu, S., Anrijs, S., & Van Looy, J. (2017). Children’s Motives to Start, Continue, and Stop Playing Video Games: Confronting Popular Theories with Real-World Observations. Current Addiction Reports, 4(3), 323-332.
101. Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online games addiction: Atest of flow theory and humanistic needs theory for taiwanese adolescents. CyberPsychology & Behavior, 9(3), 317-324.
102. Wan, C. S. & Chiou, W. B. (2007). The motivations of adolescents who are addicted to online games: A cognitive perspective. Adolescence, 42(165), 179-197.
103. Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer‐Mediated Communication, 13(4), 993-1018.
104. Widyanto, L., & McMurran, M. (2004). The psychometric properties of the internet addiction test. CyberPsychology & Behavior, 7(4), 443-450.
105. World Health Organization . (2018). ICD-11 beta draft – Mortality and morbidity statistics. Mental, behavioural or neurodevelopmental disorders. Retrieved from https://icd.who.int/dev11/lm/en#/http%3a%2f%2fid.who.int%2ficd%2fentity%2f334423054
106. Wu, C.Y., Lee, M.B., Liao, S.C. & Chang, L.R. (2015). Risk factors of internet addiction among internet users: An online questionnaire survey. PLoS One, 10(10), 1-10.
107. Xu, Z., Turel, O., & Yuan, Y. (2012). Online game addiction among adolescents: motivation and prevention factors. European Journal of Information Systems, 21(3), 321-340.
108. Yee, N. (2006a). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and Virtual Environments, 15(3), 309-329.
109. Yee, N. (2006b). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775.
110. Yee, N., Ducheneaut, N., & Nelson, L. (2012, May). Online gaming motivations scale: development and validation. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 2803-2806). ACM.
111. Yee, N. (2016). The gamer motivation profile: what we learned from 250,000 gamers. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (pp. 2-2). ACM.
112. Young, K. S. (1998). Internet addiction: the emergence of a new clinical disorder. CyberPsychology & Behavior, 1, 237–244.
113. Young, K. S., & De Abreu, C. N. (Eds.). (2010). Internet addiction: A handbook and guide to evaluation and treatment. John Wiley & Sons.
114. Young, K. S., & Rogers, R. C. (1998). The relationship between depression and Internet addiction. CyberPsychology and Behavior, 1(1), 25-28.
115. Young, K. S. (2004). Internet addiction: A new clinical phenomenon and its consequences. American Behavioral Scientist, 48(4), 402-415.
116. Young, K. (2009). Internet addiction: diagnosis and treatment considerations. Journal of Contemporary Psychotherapy, 39(4), 241-246.
117. Zhang, J. & Xin, T. (2013). Measurement of Internet addiction:an item response analysis approach. . Cyberpsychology, Behavior and Social Networking, 16, 464-468.
118. Zhong, Z. J., & Yao, M. Z. (2013). Gaming motivations, avatar-self identification and symptoms of online game addiction. Asian Journal of Communication, 23(5), 555-573.
zh_TW
dc.identifier.doi (DOI) 10.6814/THE.NCCU.PSY.018.2018.C01en_US