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外文摘要
引文資料
題名:
線上遊戲遊憩參與及成癮關係之探討--遊憩專門化觀點
書刊名:
休閒與遊憩研究
作者:
吳宗瓊
/
楊俊傑
作者(外文):
Wu, Tsung-chiung
/
Yang, Chung-chieh
出版日期:
2009
卷期:
3:1
頁次:
頁31-64
主題關鍵詞:
線上遊戲
;
遊憩專門化
;
遊憩參與
;
成癮
;
On-line game
;
Recreation specialization
;
Game participation
;
Addiction
原始連結:
連回原系統網址
相關次數:
被引用次數:期刊(
1
) 博士論文(0) 專書(0) 專書論文(0)
排除自我引用:
1
共同引用:0
點閱:15
線上遊戲不受時地限制的特質與其獨特之遊戲魅力,使得線上遊戲儼然成爲時下普遍之休閒活動;其遊戲「進階」型態的吸引力與遊戲玩家過度沉迷的現象,讓遊戲成癮的問題引起廣泛的注意與討論。「遊憩專門化理論」是解釋遊憩參與「進階」特質的重要論述,本研究將由遊憩專門化以及玩家遊憩參與樣態,深入探討線上遊戲之遊憩參與,並檢視其與遊戲成癮的關係,以進一步釐清線上遊戲之遊憩參與及造成遊戲成癮的關鍵課題。本研究以台灣熱門遊戲討論網站做爲抽樣架構,收集了357份有效樣本進行分析。結果顯示不同遊憩專門化程度之玩家,其線上遊戲的參與特質有顯著差異,專門化程度越高之玩家在遊戲的花費、遊戲的頻次及每次的遊戲時間均明顯較高。玩家現階段的遊憩參與特質(遊戲時間、頻率、花費等)與遊戲的成癮有顯著的相關性。相對於遊憩參與特質,玩家專門化的進階特性對玩家成癮現象的解釋力較高,也提供更仔細的關係解析。遊憩專門化的三個次構面(技巧、承諾、行爲)與成癮的四個次構面(戒斷症狀、衝突、影響行爲、虛擬控制感)有顯著的相關,其中又以遊憩專門化的「承諾」對線上遊戲成癮的「戒斷症狀」的關係最明確。
以文找文
To date, on line game definitely has became a popular leisure activity according to the unlimited accessibility of time and site, and the unresisting game attraction. However, problems of game addiction have led much debate by the addicting game characteristic-advance. The "Advance" character has become central part of "Recreation Specialization" theory. Research discuses the recreation characteristics of on line game by examining players' participations and specialization, provides insights for the key issues of online game addiction by further examinations. Deta was collected by on line questionnaire; the most popular game discussion sites were employed as sampling frame. Result indicated that each level of specialization showed distinct game participations, also players with higher level of specialization revealed significant amount of gaming characteristics of players to gaming addiction. However the long-tern advance characteristics of specialization theory pro4ide more description on gaming addition rather than currents participating characteristics. Significant relations were found between factors of specialization and addiction, especially highly correlation was found between "commitment" factors from specialization, "withdraw symptom" and "europhia" factors from addiction construct. In addition, recreation specialization exhibited stronger relation on addiction than participations such as amount of gaming time, frequent & cost.
以文找文
期刊論文
1.
Salz, Ronald J.、Loomis, David K.、Finn, Kelly L.(2001)。Development and validation of a specialization index and testing of specialization theory。Human Dimensions of Wildlife,6(4),239-258。
2.
Lee, S.-H.、Graefe, A. R.、Li, C.-L.(2007)。The effects of specialization and gender on motivations and preferences for site attributes in paddling。Leisure Sciences,29(4),355-373。
3.
Bryan, H.(2000)。Recreational specialization revisited。Journal of Leisure Research,32(1),18-21。
4.
Charlton, J. P.、Danforlh, I. D. W.(2007)。Distinguishing addiction and high engagement in the context of online game playing。Computer in Human Behavior,23,1531-1548。
5.
Chou, C.、Chou, J.、Tyan, N. N.(1999)。An exploratory study of internet addition, usage and communication pleasure-The Taiwan’s case。International Journal of Educational Telecommunication,5(1),47-64。
6.
Rabinovich, E.、Knemeyer, A. M.、Mayer, C. M.(2007)。Why do Internet commerce firms incorporate logistics service providers in their distribution channels? The role of transaction costs and network strength。Journal of Operations Management,25(3),661-681。
7.
Rau, P.-L. P.、Peng, S. Y.、Yang, C. C.(2006)。Time distortion for expert and novice online game players。Cyberpsychology & Behavior,9(4),396-403。
8.
Schrader, P. G.、Michael, M.(2008)。The acquisition of skill and expertise in massively multiplayer online games。Education Technology Research Development,56,557-574。
9.
Song, S.、Lee, J.(2007)。Key factors of heuristic evaluation for game design: Towards massively multi-player online role-playing game。International Journal of Human-Computer Studies,65(8),709-723。
10.
Whang, S. M.、Chang, G.(2004)。Lifestyle of virtual world residents: Living in the on-line game “Lineage”。Cybeqysychology & Behavior,7(5),592-600。
11.
Wan, Chin-Sheng、Chiou, Wen-Bin(2007)。The motivations of adolescents who are addicted to online games: A cognitive perspective。Adolescence,42(165),179-197。
12.
Lo, S. K.、Wang, C. C.、Fang, W. C.(2005)。Physical Interpersonal Relationships and Social Anxiety among Online Game Players。CyberPsychology & Behavior,8(1),15-20。
13.
Wan, C. S.、Chiou, W. B.(2006)。Psychological Motives and Online Games Addiction: A Test of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents。Cyberpsychology, Behavior, and Social Networking,9(3),317-324。
14.
Young, Kimberly S.(1998)。Internet addition: The emergence of a new clinical disorder。Cyber Psychology and Behavior,1(3),237-244。
15.
Chou, C.、Condron, L.、Belland, J. C.(2005)。A review of the research of internet addiction。Educational Psychology Review,17(4),363-388。
16.
Griffiths, M.、Davies, M.、Chappell, D.(2004)。Demographic factors and playing variables in online computer gaming。Cyberpsychology & Behavior,7(4),479-487。
17.
Stebbins, R. A.(1992)。Hobbies as marginal leisure: The case of barbershop singers。Society and Leisure,15(1),375-386。
18.
Scott, D.、Shafer, C. S.、Bryan, H.、McFarlane, B. L.(2001)。Recreational Specialization: A Critical Look at the Construct。Journal of Leisure Research,33(3),319-343。
19.
Morahan-Martin, J.、Schumacher, P.(2000)。Incidence and Correlates of Pathological Internet Use among College Students。Computers in Human Behavior,16(1),13-29。
20.
Virden, R. J.、Schreyer, R.(1988)。Recreation specialization as an indicator of environmental preference。Environment and Behavior,20(6),721-739。
21.
Bryan, H.(1977)。Leisure value systems and recreation specialization: The case of trout fishermen。Journal of Leisure Research,9(3),174-187。
22.
Buchanan, T.(1985)。Commitment and Leisure Behavior: A Theoretical Perspective。Leisure Sciences,7(4),401-420。
23.
Ditton, R. B.、Loomis, D. K.、Choi, S.(1992)。Recreation specialization: Re- conceptualization from a social world perspective。Journal of Leisure Research,24(1),33-51。
24.
Tsaur, S. H.、Liang, Y. W.(2008)。Serious leisure and recreation specialization。Leisure Sciences,30(4),325-341。
25.
Oh, C. O.、Ditton, R. B.(2006)。Using recreation specialization to understand multi-attribute management preferences。Leisure Sciences,28(4),369-384。
26.
McIntyre, Norman、Pigram, John J.(1992)。Recreation specialization reexamined: The case of vehicle-based campers。Leisure Sciences,14(1),3-15。
27.
Chou, Chien、Hsiao, Ming-Chun(2000)。Internet addiction, usage, gratification, and pleasure experience: the Taiwan college students' case。Computers and Education,35(1),65-80。
28.
Choi, Dongseong、Kim, Jinwoo(2004)。Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents。CyberPsychology & Behavior,7(1),11-24。
29.
Young, K. S.、Rogers, R. C.(1998)。The relationship between depression and internet addiction。CyberPsychology & Behavior,1(1),25-28。
30.
Hsu, Chin-Lung、Lu, Hsi-Peng(2004)。Why do people play on-line games? An extended TAM with social influences and flow experience。Information & Management,41(7),853-868。
會議論文
1.
Young, Kimberly S.(1997)。What makes the internet addictive: Potential explanations for pathological internet use。The 105th Annual Conference of the American Psychological Association,(會議日期: 1997/08/15)。Chicago, IL。
學位論文
1.
Graefe, A. R.(1980)。The relationship between level of participation in selected water aspects of specialization in recreating fishing(博士論文)。Texas A&M University,College Station。
2.
林培淵(2007)。線上遊戲之玩家行為初探研究--以《魔獸世界》為例(碩士論文)。國立中正大學,嘉義。
延伸查詢
3.
黃俊傑(2005)。線上遊戲心流經驗與沉迷行為相關因素之探討(碩士論文)。輔仁大學,臺北。
延伸查詢
單篇論文
1.
資策會(2006)。2006臺灣網路娛樂行為分析。
延伸查詢
其他
1.
行政院主計處(2005)。93年國人可自由運用時間調查,http://www.dgbas.gov.tw/public/Attachment/57159372371.doc, 2007/04/16。
延伸查詢
2.
財團法人臺灣網路資訊中心(2007)。2007年1月「臺灣寬頻網路使用調查」報告出爐,http://www.twnic.net.tw/NEWS/!166.html, 2007/04/16。
延伸查詢
圖書論文
1.
Griffiths, Mark D.(1998)。Internet addiction: Does it really exist?。Psychology and the internet: Intrapersonal, interpersonal, and transpersonal implications。Academic Press。
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