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研究生:林誼杰
研究生(外文):I-Chieh Lin
論文名稱:電玩成癮傾向及其相關因素研究
論文名稱(外文):The Study of Computer Games Addiction Tendency and Its Related Factors
指導教授:譚偉象譚偉象引用關係
指導教授(外文):Wai-Cheong Carl Tam
學位類別:碩士
校院名稱:中原大學
系所名稱:心理學研究所
學門:社會及行為科學學門
學類:心理學類
論文種類:學術論文
論文出版年:2003
畢業學年度:91
語文別:中文
論文頁數:97
中文關鍵詞:電玩遊玩型態羅吉斯迴歸分析電玩成癮傾向艾森克性格模式危險因子
外文關鍵詞:computer games addiction tendencyrisk factorscomputer games usage patternsEysenck's personality modellogistic regression analysis
相關次數:
  • 被引用被引用:64
  • 點閱點閱:2054
  • 評分評分:
  • 下載下載:353
  • 收藏至我的研究室書目清單書目收藏:20
本研究有兩個目的,一是採用Eysenck的性格模式來檢驗性格因素、電玩遊玩場所與電玩成癮傾向間的關係。第二個目的在於試著尋找出和電玩成癮傾向有關的危險因子,並使用逐步回歸的技術來找出最能夠預測電玩成癮可能性的一組變項。
本次調查採用Griffiths的8題核對表在中原大學559位選修通識課程的學生(平均年齡為20.35歲)中篩選出具電玩成癮傾向的族群。其他使用的工具有中文版艾森克個性問卷及由研究者所設計的電玩遊樂型態問卷。使用羅吉斯迴歸分析、卡方檢定與t檢定來進行研究假設的考驗。
研究結果顯示:(1)內外向不具備預測電玩成癮傾向的能力;此外它和電玩遊玩場所間也沒有交互作用產生。但是在女性群體中,外向的女生較易有電玩成癮的傾向。(2)高神經質的受試較易有電玩成癮的傾向。(3)精神性有預測電玩成癮傾向的能力,但若將性別因素加入此模式中,精神性的預測力就會消失。(4)性別、是否為線上版本、神經質及住處是否購置電玩為最能預測電玩成癮傾向的四個變項。
總結來看,研究結果暗示Eysenck性格模式中的激發狀態假設無法被拿來解釋電玩成癮的形成機制;而神經質很可能是電玩成癮形成機制中的一個重要性格因素。本研究最後根據各結果的可能意義與日後研究的方向進行討論。
The purpose of this research was two-fold: (1) to examine the relationship among personality, computer games playing places and computer games addiction tendency (CGAT) with Eysenck’s personality model, and (2) to find the risk factors of CGAT and find the best predictors of it with stepwise regression technique.
The subjects were 559 students (mean age 20.35) from some classes of the general education courses at the Chung Yuan Christian University. Using Griffiths’ 8-item checklist, each subject was assigned to either the CGAT group or the control group. The other instruments used were the Chinese version of Eysenck Personality Questionnaire and the Computer Games Usage Patterns Questionnaire, which was developed by the researcher. Logistic regression, Chi-square and t test were used to test the hypotheses.
The results indicated: (1) Introversion-Extroversion did not predict CGAT. Besides, there was no interaction between Introversion-Extroversion and computer games playing places. But, in the female group, extroverts were apt to have CGAT. (2) Neurotic subjects were apt to have CGAT. (3) Psychoticism predicted CGAT, but it failed to predict this tendency when gender was included in this model. (4) Gender, online game, neuroticism and ‘possessing game machine at home’ were the best four predictors of CGAT.
In conclusion, the results of this research suggest that the arousal hypotheses of Eysenck personality model cannot explain the development of CGAT. Neuroticism may be an important personality factor in its development. The implications of these findings and future research directions were discussed.
(目錄)
第一章 緒論 1
第一節 研究動機 1
第二節 電動玩具的介紹 2
壹、 電動玩具簡史 3
貳、 電玩的分類 4
第三節 電玩成癮 5
壹、 個案報導 5
貳、 行為成癮 9
參、 電玩成癮的定義 12
肆、 相關的研究 19
伍、 電玩成癮者的性格特徵 20
第四節 Eysenck的性格理論模式 24
壹、 整體架構 25
貳、 源流與發展歷程 27
參、 描述層次 29
肆、 理論(構因)層次 31
第五節 研究目的與研究假設 36
第二章 研究方法 39
第一節 研究設計與研究對象 39
第二節 研究工具 39
壹、 電玩成癮傾向核對表 39
貳、 電玩遊樂型態問卷 40
參、 (中文版)艾森克個性問卷 41
第三節 資料分析 42
壹、 遺漏值處理與跳答說明 42
貳、 受試的分組 42
參、 統計分析 43
第三章 研究結果 44
第一節 研究假設的檢證 44
壹、 前提:電玩場所聲光刺激量大小的檢測 44
貳、 性格與環境互動預測電玩成癮此一假設的檢證 45
參、 在不同性別族群中進行研究假設的檢證 50
肆、 小結 51
第二節 各變項與電玩成癮間的相關分析 53
壹、 基本資料部分 53
貳、 電玩遊樂型態部分 56
第三節 探索性資料分析 61
第四章 討論 64
第一節 電玩成癮的狀況 64
第二節 電玩成癮傾向族群的性格特徵 65
第三節 危險因子 67
第四節 研究限制 69
第五節 未來研究方向 70
參考文獻 72
中文部分: 72
英文部分: 74
附錄 84
附錄一:電玩場所的簡短訪談結果 84
附錄二:本研究所使用的問卷 86
附錄三:(中文)艾森克個性問卷繁體修正細目 93

(圖目錄)
圖 1:Kant、Wundt以及Eysenck等人之性格分類結構概念圖 28
圖 2:精神性的連續向度概念圖 30
圖 3:ARAS及VB的位置簡圖 33

(表目錄)
表 1:電玩遊戲內容分類表 5
表 2:DSM-IV中物質依賴(Substance dependence)的診斷準則 13
表 3:DSM-IV中物質濫用(Substance abuse)的診斷準則 14
表 4:DSM-IV中病態性賭博(Pathological gambling)的診斷準則 16
表 5:DSM-III-R中病態性賭博(Pathological gambling)的診斷準則 16
表 6:Griffiths的行為成癮六大組成元素說 18
表 7:Eysenck的類型與特質表 26
表 8:內外向性格者興奮及抑制歷程的差異表 32
表 9:電玩場所的刺激量大小排序 44
表 10:常去特定電玩場所的原因 45
表 11:採用EPQ原始分數計算出來的Logistic regression係數表(N = 514) 46
表 12:採用EPQ的T分數計算出來的Logistic regression係數表(N = 514) 47
表 13:加入性別因素後EPQ原始分數計算出來的Logistic regression係數表(N = 514) 48
表 14:加入性別因素後EPQ之T分數計算出來的Logistic regression係數表(N = 514) 48
表 15:研究假設諸變項的相關表 48
表 16:本研究中男女性別在E、N、P量尺上的差異 49
表 17:內外向轉成類別變項與成癮變項在不同場所的卡方分析 49
表 18:男性的Logistic regression係數表(N = 306) 50
表 19:女性的Logistic regression係數表(N = 208) 51
表 20:成癮組與對照組在性別上的不同 53
表 21:成癮組與對照組在學院上的分佈比例表 54
表 22:成癮組與對照組的父母親教育程度分佈比例表 54
表 23:成癮組與對照組的居住狀況比較 55
表 24:學業變項與電玩成癮的關係 55
表 25:成癮組與對照組半年來的課外活動情形與Chi-Square統計檢定值 55
表 26:父母對電玩的看法 56
表 27:成癮組與對照組的周遭電玩環境與統計檢定值 56
表 28:成癮組與對照組在遊玩場所與電玩平台上的差異表 57
表 29:成癮組與對照組在電玩類型上的差異表 58
表 30:成癮組與對照組在遊玩時數與接觸史的差異表 58
表 31:成癮組與對照組的遊玩狀況差異表 59
表 32:對電玩成癮的態度 60
表 33:Stepwise logistic regression的變項進入次序表 61
表 34:探索性分析諸變項間的相關係數表 62
表 35:Stepwise logistic regression最終的係數值(N = 478) 63
表 36:電玩成癮可能的危險因子及無關變項表 68
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