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線上遊戲玩家之休閒效益、生活壓力及涉入程度之現況差異-以英雄聯盟為例

The Research on the differences between Effect of Leisure, Life Stress and Leisure Involvement of Online Gamers-League of Legends

摘要


本研究主要目的是探討台灣地區線上遊戲玩家之休閒效益、生活壓力以及涉入程度的現況及差異性。採用非隨機抽樣之便利抽樣法針對台灣地區英雄盟玩家進行抽樣,共回收600份問卷,剔除填答不實或漏達之無效問卷後,有效問卷為588份,有效回收率為98%,進一步針對樣本進行描述性統計、驗證性因素分析、獨立樣本T檢定、單因子變異數分析等統計資料分析。其結果為「男性玩家」、「19-22歲」、「大學(專)」、「學生」、「接觸英雄聯盟時間兩年至未滿三年」、「遊戲頻率以一天數次」、「每月平均線上遊戲花費為300元(含以下)」居多。不同人口統計變項對休閒效益、生活壓力、涉入程度皆為部分顯著差異性。

並列摘要


The current study explored the views of leisure effect, life stress, and Leisure Involvement, the Status and difference from attending the game. The sample was selected using convenience sampling. The researches we focus on the player of League of Legends, the total of 600 questionnaires were distributed and 588 valid questionnaires were returned with a response rate of 98%. Furthermore, enhance to analysis by using descriptive statistics, Independent-Samples t Test, One way ANOVA. The result shows that the male players are the majority, almost are college student between 19 to 22 years old. They almost play one time a day and keeping 2 to 3 years. They also spent 300 dollar per month to the game. Different from the variable of the population, the effect of leisure, life stress, and leisure involvement have the significant difference.

被引用紀錄


Lin, C. H. (2017). 以文字探勘探討社群媒體文件分類之研究─以線上遊戲為例 [master's thesis, National Taipei University of Business]. Airiti Library. https://www.airitilibrary.com/Article/Detail?DocID=U0064-0201201815280103

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