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研究生:林育志
研究生(外文):Yu-chih Lin
論文名稱:線上遊戲使用者自我揭露行為與匿名性保護特質之探索:以成癮與否為觀點
論文名稱(外文):Exploring Study of MMORPGs Players’ Self-Disclosure and Anonymity: A Perspective from Addiction
指導教授:方國定方國定引用關係
指導教授(外文):Kwo-Ting Fang
學位類別:博士
校院名稱:國立雲林科技大學
系所名稱:資訊管理系博士班
學門:電算機學門
學類:電算機一般學類
論文種類:學術論文
論文出版年:2011
畢業學年度:99
語文別:中文
論文頁數:296
中文關鍵詞:自我揭露行為匿名保護特質紮根理論DEMATEL線上遊戲
外文關鍵詞:Self-disclosureAnonymityGrounded theoryDEMATELMMORPGs
相關次數:
  • 被引用被引用:2
  • 點閱點閱:474
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:1
線上遊戲的蓬勃發展,引領愈來愈多使用者投入其中,其間各種的研究與實務議題,均受到相當的重視。然而,使用者於遊戲環境中的行為規範與自我保護議題探討,目前仍欠缺,此一現況對於線上遊使用者而言,可謂一亟需瞭解,並採取正當措施的研究議題。
著眼於此一情形,本研究以行為規範與自我保護議題作為切入方向,藉由自我揭露行為與匿名保護特質來突顯使用者於進行遊戲時的行為反應,希冀藉由此揭示使用者的真實行為,並期與實際個案情境呼應,提供可供使用者進行遊戲相關活動時的行為建議與警惕;同時,藉由成癮與否的狀態界定,區分未成癮與成癮之使用者族群,令使研究具進一步的觀察深度。研究進行上,採兩部分的分析方式,首先,藉由紮根理論為基礎,對研究議題相關的事實全貌進行探索;而後,運用DEMATEL方法,將形成的議題相關因子進行進一步分析,呈現核心因子與強力影響關聯,提供具體的研究成果。
研究結果指出,線上遊戲成癮使用者可能由於揭露行為與匿名保護的偏失,使得他/她們較未成癮者而言,額外產生由於行為規範與自我保護的模糊下所造成的可能問題。再者,成癮者反映遊戲進行下的產物-線上遊戲虛擬社群為核心,強力影響自主性部分匿名的情形;相較於未成癮者之線上遊戲虛擬價值觀為核心,威脅意識為其最重要因子之現象,可進一步佐證當使用者沉迷於線上遊戲時,影響他/她對於自我保護議題的疑慮。
本研究除彰顯線上遊戲場域間使用者之行為規範與自我保護議題,補足相關研究之理論缺口;透過研究產出,更給予使用者與相關管理者有效的決策支援建議。綜論之,本研究不僅揭示使用者於其間的行為表現,更可為進一步相關研究之前身。
The flourishing development of online games has attracted more and more users. Great importance is attached to various possible researches and practical issues of the games. However, insufficient attention is paid to behavior norms and self-protection issues of the game users in the field of games. As for the users, it is really urgent to know about and take proper measures to research the issues.
Considering such a situation, the study researches behavior norms and self-protection issues, for the purpose of highlighting the actual behaviors and response of online game users in game field by means of self-disclosure and anonymity. It is intended to reveal true behavioral responses of the users in game field and correspond to the situation of site cases so that suggestions and alerts are put forward for the users carrying out activities of online games. In the meantime, the study, taking advantage of the status division between addiction and non-addiction, distinguishes non-addicted user groups from the addicted ones to make the research analysis more effective. This study, through two parts of research, explores and analyzes the behavioral responses related to the issues being researched. At begining, on the basis of grounded theory, explores the full view of the facts related to the issues being researched. And then, adopting DEMATEL approach, it disassembles the complex structure formed by factors, demonstrating the core and influence correlation and making definite research findings.
It is pointed out according to research results that compared with those of the non-addicted users. Due to possible error in self-disclosure and anonymity, the addicted game users may have additional problems caused by obscure behavior norms and self-protection while carrying out activities in the field of online games. Furthermore, addicted online game users center on the virtual community of online games, which is a product of playing games together while the non-addicted ones center on the virtual values of online games. Independent anonymity is greatly influenced. Threat awareness is one of the important factors. It can be proved that the users are concerned about self-protection issue when they get addicted to online games.
The study demonstrates the behavior norms and self-protection issues of the online game users and fills out the gap of the related research theories. Besides, according to research findings, some effective supportive suggestions are put forward for the users and related managers to make decisions. The research can not only reveal the behavioral expressions of the users in online game field but also can facilitate further research.
中文摘要 i
英文摘要 iii
誌 謝 v
目錄 vi
表目錄 ix
圖目錄 xi
一、緒論 12
1.1 研究動機 12
1.2 研究目的與研究問題 14
1.3 研究重要性 15
1.4 論文架構 15
1.5 相關名詞釋義 18
二、文獻探討 20
2.1 多人角色扮演線上遊戲 20
2.1.1線上遊戲背景 20
2.1.2線上遊戲類別 21
2.1.3使用者參與動機與使用者特質 23
2.1.4使用者線上遊戲成癮之相關研究 25
2.2 網際網路的行為規範與自我保護 26
2.2.1資訊倫理 27
2.2.2網路倫理 30
2.2.3隱私權與資訊隱私權 31
2.2.4網路隱私與社會認知理論 33
2.3 自我揭露行為與匿名性保護特質 39
2.3.1自我揭露行為 39
2.3.2匿名性保護特質 40
2.3.3社會滲透理論 42
2.3.4心流理論 44
2.3.5網路成癮與線上遊戲成癮衡量指標 49
2.4 文獻探討小結 55
三、研究方法 56
3.1 研究架構 56
3.2 研究設計 57
3.2.1質性研究 57
3.2.2紮根理論 58
3.2.3理論抽樣 58
3.2.4編碼程序 59
3.3 DEMATEL分析 60
3.3.1DEMATEL介紹 60
3.2.2DEMATEL基本定義 60
3.3.3DEMATEL分析程序 61
3.3.4DEMATEL分析的適用性 64
3.4 資料收集 65
3.4.1紮根、DEMATEL分析之資料收集 66
3.4.2樣本取樣 67
3.4.3訪談問題 70
3.5 資料分析 72
3.5.1紮根分析 72
3.5.2DEMATEL分析 75
3.6 可信賴性與三角驗證 75
四、分析結果 77
4.1 紮根分析 77
4.1.1線上遊戲未成癮、成癮受訪者之基本資料 77
二、主軸編碼與開放編碼 79
三、選擇編碼 84
4.2 DEMATEL分析 132
4.2.1線上遊戲未成癮狀態因子之相互影響評價分析 132
4.2.2線上遊戲成癮狀態因子之相互影響評價分析 140
五、結論 149
5.1 研究所提之問題 149
5.2 研究貢獻 150
5.3 研究限制 152
5.4 未來研究建議 152
參考文獻 154
附錄一、使用者線上遊戲成癮狀態評量 177
附錄二、開放與主軸編碼表 180
附錄三、開放編碼列表 227
附錄四、DEMATEL問卷(NA) 286
附錄五、DEMATEL問卷(AD) 290
中文部分
一、書籍、期刊與研究論文
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二、網際網路資料
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[7]資策會,2008b,台灣網友最常進行的網路娛樂活動,檢索:民國98年4月11日,取自:http://mic.iii.org.tw/intelligence/pressroom/pop_pressfull.asp?sno=459
[8]資策會,2008c,2008年線上玩家娛樂行為調查,檢索:民國98年4月11日,取自: http://mic.iii.org.tw/intelligence/pressroom/pop_pressfull.asp?sno=501
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[10]蘋果日報,2009,宅女劈10男 誕嬰「父不詳」,檢索:民國98年4月24日,取自:http://1-apple.com.tw/index.cfm?Fuseaction=Article&IssueID=20090305&art_id=31443153


英文部分
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三、研討會
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[8]Kwong, T. C. H. & Lee, M. K. O. 2002, “Behavioral intention model for the exchange mode Internet music piracy”, 35th Annual Hawaii International Conference on System Sciences (HICSS’02), pp. 191-201.
[9]Qin, H., Rau, P. P. & Zhong, H. Q. 2007, “Construction of online game addiction based on player experience”, Industrial Engineering and Engineering Management IEEE 2007, pp. 432-436.
[10]Steinkuehler, C. 2004, “Learning in massively multiplayer online games”, Proceedings of the 6th international conference on Learning sciences, pp. 521-528.
[11]Weisband, S. & Kiesler, S. 1996, “Self disclosure on computer forms: Meta-analysis and implications”, Proceedings of the CHI ’96 Conference on Human-Computer Interaction, pp. 14-22.
[12]Yamada, R., Tuyen, N. Q. & Dung, L. C. 2000, “Analysis of the problems relationship in farming systems by demated-method”, DEVELOPMENT AND EVALUATION OF SUSTAINABLE FARMING SYSTEMS, The 2000 Annual Workshop of JIRCAS, pp.1-6.

四、網際網路資料
[1]Bartle, R. 1990, Interactive multi-user computer games, Technical report, British Telecom, Retrieved on March 18, 2009, From: http://www.mud.co.uk/richard/imucg.htm
[2]Clarke, R. 1997, Introduction to dataveillance and information privacy, and definitions of terms, Retrieved on March 20, 2009, From: http://www.anu.edu.au/people/Roger.Clarke/DV/Intro.html
[3]DFC Intelligence, 2008, Online game market Forecasts 2008, Retrieved on April 7, 2009, From:http://www.researchandmarkets.com/reports/612954/online_game_market_forecasts_2008
[4]Goldberg, I. 1996, Internet addiction disorder, Retrieved on May 20, 2009, From: http://www.webs.ulpgc.es/aeps/JR/Documentos/ciberadictos.doc
[5]GVU, 1998, GVU’s WWW user surveys, Retrieved on April 10, 2009, From: http://www.cc.gatech.edu/gvu/user_surveys/
[6]Law Reform Commission of Australia 1983, Privacy Report No. 22, 121, Retrieved on March 27, 2009, From: http://www.aph.gov.au/house/committee/LACA/lawreform.pdf
[7]Netaddiction, 2006, Are you an obsessive online gamer?, Retrieved on May 17, 2009, From: http://www.netaddiction.com/resources/online_trading.htm
[8]Pfitzmann, A. & Hansen, M. 2008, Anonymity, unlinkability, undetectability, unobservability, pseudonymity, and identity management - A consolidated proposal for terminology, Retrieved on March 30, 2009, From: http://dud.inf.tu-dresden.de/literaturAnon_Terminology_v0.31.pdf
[9]Rinaldi, A. H. 1998, The Net: User guidelines and netiquette, Retrieved on March 26, 2009, From: http://computerethicsinstitute.org/
[10]Rywczyoska, A. & Thumann, M. 2008, Security and privacy in massively-multiplayer online games and social and corporate virtual worlds, Technical report, ENISA Position Paper, Retrieved on April 2, 2009, From: http://www.ifap.ru/library/book388.pdf
[11]Wong, W. S. W. 2008, “Online communication and real-life friendship quality: An interaction between reality and virtual world”, ph.d thesis of CITY university of HONG KONG, Retrieved on April 15, 2009, From: http://lbms03.cityu.edu.hk/oaps/ss2008-4708-wsw650.pdf
[12]Yee, N. 2002, Ariadne: Understanding MMORPG addiction, Retrieved on July 31, 2009, From: http://www.nickyee.com/hub/addiction/home.html
[13]Yee, N. 2005 , Introduction: The RL demographics of world of warcraft, Retrieved on March 24, 2009, From: http://www.nickyee.com/daedalus/archives/001364.php
[14]Yoo, H. 1996, The gratifications of the Internet: A Pilot Study, Retrieved on March 30, 2009, From: http://www.tc.msu.edu/tc960/yoofinal.html
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