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題名 線上遊戲讓我們更親密? ——青少年結伴遊戲行為對其人際關係的影響
Are Online Games Making Us Closer? ——The Influence of Adolescents Play Online Games with Offline Friends on Their Interpersonal Relationship
作者 陳致芬
Chen, Chih-Fen
貢獻者 林日璇
陳致芬
Chen, Chih-Fen
關鍵詞 青少年
結伴線上遊戲
刺激假說
自我決定論
FoMO
友誼品質
Adolescents
Online games
Stimulation hypothesis
Self-determination theory
FoMO
Friendship quality
日期 2022
上傳時間 5-Oct-2022 09:02:37 (UTC+8)
摘要 本研究採用混合研究方法,探究青少年與線下好友線上結伴遊戲行為對其友誼品質的影響,以刺激假說為理論依託,以自我決定論的歸屬感、友誼品質的「陪伴」與「親密感」為主要探究面向。首先,對青少年玩家進行半結構訪談,了解青少年的日常遊戲習慣與結伴遊戲行為,同時對問卷語意進行修改,以利青少年受訪者順利填寫。其次,採用線上問卷調查法蒐集了500份有效樣本,對影響青少年與線下好友結伴線上遊戲的心理影響因素—遊戲中的歸屬感、FoMO特質及個人外向性特質分別進行線性回歸分析,探討結伴遊戲時間的差異對青少年友誼品質中「陪伴」與「親密感」兩個維度的影響,並用檢驗結伴遊戲時間在心理因素及友誼關係之間的中介效果。
整體而言,本研究支持刺激假說,主要共有兩個發現:一、遊戲中的歸屬感及FoMO特質對青少年與線下好友線上結伴遊戲時間有正向影響,在遊戲中歸屬感越強或FoMO特質越強的青少年與線下好友結伴遊戲時間越長。二、青少年與好友的線上結伴遊戲行為對友誼關係中的「陪伴」和「親密感」有正向影響,結伴遊戲作為一種社交互動行為,有助於促進青少年與好友之間的友誼關係,增加其幸福感。
This study adopts a mixed research method to explore the influence of online game with offline friends on the friendship relationship of adolescents, the research is based on the stimulation hypothesis, it focuses on self-determination theory and friendship quality. First of all, semi-structured interviews were conducted with young players to understand their daily game habits and behaviors of company game. At the same time, make some minor modifications to the semantics of the questionnaire questions to facilitate the smooth filling of the questionnaires by adolescents. Secondly, used the questionnaire survey method to collect 500 valid samples. Linear regression analysis was performed on the psychological influencing factors of adolescents playing online games with offline friends - sense of belonging in the game, FoMO trait and personal extraversion trait, to explore the influence of time spent playing games on the two dimensions of "companion" and "intimacy" in adolescent friendship quality, and to test the mediating effect of time spent playing games with offline friends between psychological factors and friendship quality.
On the whole, this study supports the stimulation hypothesis, with two main findings: first, the sense of belonging and FoMO in games have a positive impact on how much time adolescents spend playing games with their offline friends. Adolescents with stronger sense of belonging or FoMO in games spend more time with their friends. Second, the online game behavior of adolescents and their friends has a positive impact on the " companion " and "intimacy" in the friendship. As an online interaction method, game together can help promote the friendship relationship between adolescents and their friends and increase their happiness.
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描述 碩士
國立政治大學
傳播學院傳播碩士學位學程
107464045
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0107464045
資料類型 thesis
dc.contributor.advisor 林日璇zh_TW
dc.contributor.author (Authors) 陳致芬zh_TW
dc.contributor.author (Authors) Chen, Chih-Fenen_US
dc.creator (作者) 陳致芬zh_TW
dc.creator (作者) Chen, Chih-Fenen_US
dc.date (日期) 2022en_US
dc.date.accessioned 5-Oct-2022 09:02:37 (UTC+8)-
dc.date.available 5-Oct-2022 09:02:37 (UTC+8)-
dc.date.issued (上傳時間) 5-Oct-2022 09:02:37 (UTC+8)-
dc.identifier (Other Identifiers) G0107464045en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/142073-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 傳播學院傳播碩士學位學程zh_TW
dc.description (描述) 107464045zh_TW
dc.description.abstract (摘要) 本研究採用混合研究方法,探究青少年與線下好友線上結伴遊戲行為對其友誼品質的影響,以刺激假說為理論依託,以自我決定論的歸屬感、友誼品質的「陪伴」與「親密感」為主要探究面向。首先,對青少年玩家進行半結構訪談,了解青少年的日常遊戲習慣與結伴遊戲行為,同時對問卷語意進行修改,以利青少年受訪者順利填寫。其次,採用線上問卷調查法蒐集了500份有效樣本,對影響青少年與線下好友結伴線上遊戲的心理影響因素—遊戲中的歸屬感、FoMO特質及個人外向性特質分別進行線性回歸分析,探討結伴遊戲時間的差異對青少年友誼品質中「陪伴」與「親密感」兩個維度的影響,並用檢驗結伴遊戲時間在心理因素及友誼關係之間的中介效果。
整體而言,本研究支持刺激假說,主要共有兩個發現:一、遊戲中的歸屬感及FoMO特質對青少年與線下好友線上結伴遊戲時間有正向影響,在遊戲中歸屬感越強或FoMO特質越強的青少年與線下好友結伴遊戲時間越長。二、青少年與好友的線上結伴遊戲行為對友誼關係中的「陪伴」和「親密感」有正向影響,結伴遊戲作為一種社交互動行為,有助於促進青少年與好友之間的友誼關係,增加其幸福感。
zh_TW
dc.description.abstract (摘要) This study adopts a mixed research method to explore the influence of online game with offline friends on the friendship relationship of adolescents, the research is based on the stimulation hypothesis, it focuses on self-determination theory and friendship quality. First of all, semi-structured interviews were conducted with young players to understand their daily game habits and behaviors of company game. At the same time, make some minor modifications to the semantics of the questionnaire questions to facilitate the smooth filling of the questionnaires by adolescents. Secondly, used the questionnaire survey method to collect 500 valid samples. Linear regression analysis was performed on the psychological influencing factors of adolescents playing online games with offline friends - sense of belonging in the game, FoMO trait and personal extraversion trait, to explore the influence of time spent playing games on the two dimensions of "companion" and "intimacy" in adolescent friendship quality, and to test the mediating effect of time spent playing games with offline friends between psychological factors and friendship quality.
On the whole, this study supports the stimulation hypothesis, with two main findings: first, the sense of belonging and FoMO in games have a positive impact on how much time adolescents spend playing games with their offline friends. Adolescents with stronger sense of belonging or FoMO in games spend more time with their friends. Second, the online game behavior of adolescents and their friends has a positive impact on the " companion " and "intimacy" in the friendship. As an online interaction method, game together can help promote the friendship relationship between adolescents and their friends and increase their happiness.
en_US
dc.description.tableofcontents 目錄 1
第一章 緒論 9
第一節 研究背景 9
一、全球遊戲產業的發展 9
二、青少年線上遊戲現狀 10
三、台灣遊戲市場現狀 11
四、台灣青少年遊戲行為現狀 12
第二節 研究動機 13
第三節 研究問題 14
第二章 文獻探討 17
第一節 青少年線上遊戲的動機及影響 17
一、青少年的遊戲動機 17
二、青少年遊戲行為的影響及爭議 20
第二節 青少年人格特質與遊戲社交行為 23
一、人格特質的劃分及測量 23
二、人格特質對青少年人際關係及遊戲行為的影響 26
第三節 FoMO與青少年遊戲行為的關聯 29
一、FoMO的定義及應用 29
二、青少年FoMO症狀產生的原因 30
三、FoMO對玩家遊戲時間的影響 32
第四節 青少年的友誼品質及影響 34
一、青少年時期友誼的重要性 34
二、友誼品質的衡量標準 35
三、與線下好友結伴遊戲對青少年友誼的影響 37
第三章 研究方法 42
第一節 研究模型及假設 42
第二節 研究對象及測量工具 44
一、研究對象 44
二、預設問卷 44
三、問卷前測 47
四、訪談法 48
第四章 研究結果 53
第一節 量化問卷結果 53
一、樣本與描述性統計 53
二、量表信效度檢測 54
三、迴歸分析 55
四、中介效果檢驗 57
五、假設驗證結果整理 64
第二節 質化訪談結果分析 65
一、影響遊戲時間的多重因素 65
二、青少年的結伴遊戲習慣 66
三、結伴遊戲的體驗 67
四、結伴遊戲對個人友誼的影響 67
第五章 研究結果討論 70
第一節 研究結果討論 70
一、台灣青少年遊戲行為觀察 70
二、青少年心理特質對結伴遊戲時間的影響 71
三、青少年結伴遊戲行為對人際關係的影響 73
第二節 研究貢獻 76
第三節 研究限制與未來建議 77
參考文獻 80
附錄 97
zh_TW
dc.format.extent 1864478 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0107464045en_US
dc.subject (關鍵詞) 青少年zh_TW
dc.subject (關鍵詞) 結伴線上遊戲zh_TW
dc.subject (關鍵詞) 刺激假說zh_TW
dc.subject (關鍵詞) 自我決定論zh_TW
dc.subject (關鍵詞) FoMOzh_TW
dc.subject (關鍵詞) 友誼品質zh_TW
dc.subject (關鍵詞) Adolescentsen_US
dc.subject (關鍵詞) Online gamesen_US
dc.subject (關鍵詞) Stimulation hypothesisen_US
dc.subject (關鍵詞) Self-determination theoryen_US
dc.subject (關鍵詞) FoMOen_US
dc.subject (關鍵詞) Friendship qualityen_US
dc.title (題名) 線上遊戲讓我們更親密? ——青少年結伴遊戲行為對其人際關係的影響zh_TW
dc.title (題名) Are Online Games Making Us Closer? ——The Influence of Adolescents Play Online Games with Offline Friends on Their Interpersonal Relationshipen_US
dc.type (資料類型) thesisen_US
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dc.identifier.doi (DOI) 10.6814/NCCU202201639en_US