:::

詳目顯示

回上一頁
題名:Yes or No?線上遊戲經驗之相關議題研究
書刊名:資訊社會研究
作者:吳聲毅 引用關係林鳳釵
作者(外文):Wu, Sheng-yiLin, Feng-chai
出版日期:2004
卷期:7
頁次:頁235-253
主題關鍵詞:線上遊戲問題解決能力動機On-line gameAbility to solve problemsMotive
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(6) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:6
  • 共同引用共同引用:48
  • 點閱點閱:66
資訊時代與網路寬頻化的基礎,讓線上遊戲成為高附加價值的產業。尤其近年來景氣低迷中,線上遊戲卻逆勢成長。自2000年來,寬頻網路市場成長快速,隨著寬頻的普及,線上遊戲的市場規模亦呈倍數成長。線上遊戲風靡全台,成為青少年的最愛。究竟線上遊戲為何會有如此致命的吸引力?線上遊戲對社會只有負面影響,沒有正面作用嗎?為何國內成人對線上遊戲的刻板印象是玩物喪志,迷上線上遊戲,就萬劫不復?本研究試從量化統計與質化分析的方式,探討中小學學生線上遊戲經驗的相關議題題,包含(1)參與線上遊戲的概況;(2)參與線上遊戲的動機因素;(3)參與線上遊戲的心理特質與接受程度;(4)對線上遊戲負面影響的瞭解;(5) 線上遊戲經驗與創造性問題解決的差異。
Information age and wide cable have provided a foundation for on-line games and it has become a high valued-added industry. Although the economy has been depressed in recent years, on-line game business still soars up the market. On-line games has taken a great share in the market and become teenagers' favorite. However, there are some questions need to be brought out. Why are the games so attractive? Are there only negative but no positive impacts to the society? Why is there a stereotype of students addicting to on-line games and fail their school works? This project will discuss various issues related to elementary and junior high school students' experiences on on-line games both from quantitative statistics and qualitative analysis as followings, A. General introduction to students' participation in on-line games. B. The motivations to be involved in on-line games. C. Attitude and Acceptance toward on-line games. D. Knowledge of negative impacts from on-line games. E. The differences between on-line games experiences and the resolutions of creative questions.
期刊論文
1.鍾聖校(1990)。對創造思考教學的省思。資優教育季刊,34,21-27。  延伸查詢new window
2.張俊彥、翁玉華(20000300)。我國高一學生的問題解決能力與其科學過程技能之相關性研究。科學教育學刊,8(1),35-55。new window  延伸查詢new window
3.張世彗(1989)。西方的傳統與現代--創造力哲學觀的探討。創造思考教育,8,35-42。  延伸查詢new window
4.Elaine, M. R.(1997)。Computer Game Design : New Directions for Intercultural Simulation Game Designers。Developments in Business Simulation and Experiential Exercises,2,24-35。  new window
圖書
1.Parnes, S. J.、Noller, R. B.、Biondi, A. M.(1977)。Guide to Creative Action。New York, NY:Charles Scribner's Sons。  new window
2.張春興(2002)。教育心理學:三化取向的理論與實踐。台北:東華。  延伸查詢new window
3.傅鏡暉(20030000)。線上遊戲產業happy書:帶領你深入暸解on-line game產業。臺北:遠流。new window  延伸查詢new window
4.毛連塭(1987)。資優教育教學模式。臺北:心理出版社。  延伸查詢new window
5.Rheingold, Howard(1993)。Virtual Community of: Homesteading on the Electronic Frontier。Reading, Mass.。  new window
其他
1.資訊工業策進會(2002)。我國網際網路用戶數調查統計。  延伸查詢new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
無相關著作
 
無相關點閱
 
QR Code
QRCODE