(34.236.244.39) 您好!臺灣時間:2021/03/09 19:10
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果

詳目顯示:::

我願授權國圖
: 
twitterline
研究生:蘇子鈞
研究生(外文):Tzu Chun Su
論文名稱:線上遊戲對國小高年級學童的影響
論文名稱(外文):How Can Online Games Affect Students of Elementary Schools
指導教授:鄧景宜鄧景宜引用關係
指導教授(外文):C. I. Teng
學位類別:碩士
校院名稱:長庚大學
系所名稱:管理學院碩士學位學程在職專班經營管理組
學門:商業及管理學門
學類:企業管理學類
論文種類:學術論文
論文出版年:2012
畢業學年度:100
論文頁數:49
中文關鍵詞:線上遊戲國小學童
外文關鍵詞:online gamesstudents of elementary schools
相關次數:
  • 被引用被引用:1
  • 點閱點閱:302
  • 評分評分:系統版面圖檔系統版面圖檔系統版面圖檔系統版面圖檔系統版面圖檔
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:2
過去線上遊戲相關研究探討諸多線上遊戲對學生的負面影響,但卻較少探索玩線上遊戲對國小高年級學童的影響,形成一個知識上的缺口。由於線上遊戲會帶給使用者諸多心理上的反饋、以及虛擬社群中的人際互動機會,因此,本研究嘗試探討線上遊戲對國小高年級學生在心理、社會二大面向是否會有影響。
本研究以660位五年級國小學童為樣本做第一次問卷,相同樣本於一年後學童升至六年級實施第二次問卷,且使用縱斷面的資料,加以分析檢驗線上遊戲所能夠帶給學童的影響,其中也將學童族群區隔為都會區、非都會區探討城鄉差異和男、女性學童差異、父母限制與父母是否協同參與線上遊戲等行為有相對應關係,研究發現參與線上遊戲學童比例逐年升高,且線上遊戲的種類以社群網站為主,父母限制學童參與線上遊戲時,學童的神經質會下降,宜人性、社交商數和團隊合作之間會有正向關係。

The literature on online games has investigated the negative influences of online games on students. However, none has explored the influences of online games on students of elementary schools, particular those who are eleven and twelve years old, indicating a knowledge gap. Since online games provide various psychological feedbacks to users and abundant interpersonal interactions, this study attempts to investigate the influences of online games on psychological and social functions of students of elementary schools.
The sample of this study comprised 660 elementary school students who were eleven years old. Longitudinal study design was used. The participants were surveyed again when they were twelve years old. Students were categorized into metropolitan and non-metropolitan groups and male and female groups. Findings indicate that the proportion of students play online games increases year by year. Moreover, social networking games are the most favorite games of participants. When parents restrain students from playing online games, students’ neuroticism will decrease, while agreeableness, social intelligence, and teamwork will increase.

目 錄
指導教授推薦書
口試委員會審定書
長庚大學授權書.............iii
謝誌.....................iv
中文摘要..................v
英文摘要..................vi
目錄.....................vii
圖表目錄..................ix
第一章 前言.................................1
第二章 文獻回顧..............................6
2.1線上遊戲6
2.2線上遊戲的影響力..........................7
第三章 研究方法..............................11
3.1建立樣本.................................11
3.2資料收集流程..............................12
3.3測量....................................12
第四章 分析結果.............................17
4.1樣本結構.................................17
4.2分析方法.................................18
4.3額外發現.................................22 第五章 討論與結論............................24
5.1主要發現.................................24
5.2理論意涵.................................26
5.3管理意涵.................................28
5.4研究限制與未來研究.........................31
參考文獻....................................34


圖 表 目 錄
圖1:線上遊戲的影響效果........................10
表1:修改前與修改後的問卷用詞...................14
表2:各構念間的相關係數........................16
表3:樣本敘述................................17
表4:線上遊戲使用時間的相關問項上填答者答案的分佈...17
表5:父母介入的相關問項上填答者答案的分佈..........18
表6:信度分析.................................18
表7:各構念第一年平均值.........................19
表8:各構念第二年平均值.........................20

台南市政府(2011)。台南市政府各區戶數及人口數統計。2011年11月,於2011年12月11日連結至http://tnhr.tncg.gov.tw/population/population.asp
財團法人台灣網路資訊中心(2011)。臺灣寬頻網路使用調查報告。2011年5月27日,於2011年9月17日連結至http://www.twnic.net.tw/download/200307/1101a.pdf
教育部電子計算中心(2010)。暑假青少年安全上網說明會。2010年6月18日,於2010年8月15日連結至http://www.edu.tw/PDA/news.aspx?news_sn=3571
游朝舜(2010)。“International English Big-Five Mini-Markers”之繁體中文版量表發展。長庚大學工商管理學系未發表碩士論文。
新北市政府(2011)。新北市歷年人口統計。2011年11月,於2011年12月11日連結至http://www.ntpc.gov.tw/web/SelfPageSetup?command=display&pageID=25008&page=view&PX=
Aymerich-Franch, L. (2010). Presence and emotions in playing a group game in a virtual environment: The influence of body participation. Cyberpsychology, Behavior, and Social Networking, 13(6), 649-654.
Bailey, R., Wise, K., & Bolls, P. (2009). How avatar customizability affects children’s arousal and subjective presence during junk food-sponsored online video game. CyberPsychology & Behavior, 12(3), 277-283.
Baker, L. R., & McNulty, J. K. (2011). Self-compassion and relationship maintenance: The moderating roles of conscientiousness and gender. Journal of Personality and Social Psychology, 100(5), 853-873.
Blumberg, F. C., Rosenthal, S. F., & Randall, J. D. (2008). Impasse-driven learning in the context of video games. Computers in Human Behavior, 24(4), 1530-1541.
Bonebrake, K. (2002). College students’ Internet use, relationship formation, and personality correlates. CyberPsychology & Behavior, 5(6), 551-557.
Castronova, E. (2003). Theory of the avatar. CESifo Working Paper Series, 863, 1-45.
Chak, K., & Leung, L. (2004). Shyness and locus of control as predictors of Internet addiction and internet use. CyberPsychology & Behavior, 7(5), 559-570.
Dickman, S. J. (1990). Functional and dysfunctional impulsivity: Personality and cognitive correlates. Journal of Personality and Social Psychology, 58(1), 95-102.
Douse, N. A., & McManus, I. C. (1993). The personality of fantasy game players. British Journal of Psychology, 84(4), 505-509.
Garthoeffner, J. L., Henry, C. S., & Robinson, L. C. (1993). The modified interpersonal relationship scale: Reliability and validity. Psychological Reports, 73(3), 995-1004.
Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality and Social Psychology, 98(2), 211-221.
Griffiths, M. D., & Dancaster, I. (1995). The effect of type A personality on physiological arousal while playing computer games. Addictive Behaviors, 20(4), 543-548.
Griffiths, M., Davies, M., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology & Behavior, 6(1), 81-91.
Hang, H., & Auty, S. (2011). Children playing branded video games: The impact of interactivity on product placement effectiveness. Journal of Consumer Psychology, 21(1), 65-72.
Harrell, A. M., & Stahl, M. J. (1981). A behavioral decision theory approach for measuring McClelland’s trichotomy of needs. Journal of Applied Psychology, 66(2), 242-247.
Harrell, A. M., & Stahl, M. J. (1984). McClelland’s trichotomy of needs theory and the job satisfaction CPA firm professionals. Accounting, Organizations and Society, 9(3-4), 241-252.
Ivory, J. D., & Kalyanaraman, S. (2007). The effects of technological advancement and violent content in video games on players’ feelings of presence, involvement, physiological arousal, and aggression. Journal of Communication, 57(3), 532-555.
Jackson, L. A., Eye, A. v., Witt, E. A., Zhao, Y., & Fitzgerald, H. E. (2011). A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race and income in these relationships. Computers in Human Behavior, 27(1), 228-239.
Jackson, J. J., Wood, D., Bott, T., Walton, K. E., Harms, P. D., & Roberts, B. W. (2010). What do conscientious people do? Development and validation of the behavioral indicators of conscientiousness (BIC). Journal of Research in Personality, 44(4), 501-511.
Jansz, J. (2005) The emotional appeal of violent video games for adolescent males. Communication Theory, 15(3), 219-241.
Jaruratanasirikul, S., Wongwaitaweewong, K., & Sangsupawanich, P. (2009). Electronic game play and school performance of adolescents in southern Thailand. CyberPsychology & Behavior, 12(5), 1-5.
Jeng, S.-P., & Teng, C.-I. (2008). Personality and motivations for playing online games. Social Behavior and Personality, 36(8), 1053-1060.
Kappe, R., & van der Flier, H. (2010). Using multiple and specific criteria to access the predictive validity of the big five personality factors on academic performance. Journal of Research in Personality, 44(1), 142-145.
Klimstra, T. A., Hale, W. W., Raaijmakers, Q. A. W., Branje, S. J. T., & Meeus, W. H. J. (2009). Maturation of personality in adolescence. Journal of personality and social Psychology, 96(4), 898-912.
Koo, D.-M. (2009). The moderating role of locus of control on the links between experiential motives and intention to play online games. Computers in Human Behavior, 25(2), 466-474.
Lafrenière, M. A., Vallerand, R. J., Donahue, E. G., & Lavigne, G. L. (2009). On the costs and benefits of gaming: The role of passion. CyberPsychology & Behavior, 12(3), 285-290.
Lee, K. M., Peng, W., & Klein, J. (2010). Will the experience of playing a violent role in a video game influence people’s judgments of violent crimes? Computers in Human Behavior, 26(5), 1019-1023.
Lemola, S., Brand, S., Vogler, N., Perkinson-Gloor, N., Allemand, M., & Grob, A. (2011). Habitual computer game playing at night is related to depressive symptoms. Personality and Individual Differences, 51(2), 117-122.
Lin, S.-F. (2010). Gender differences and the effect of contextual features on game enjoyment and responses. Cyberpsychology, Behavior, and Social Networking, 13(5), 533-537.
Liu, M., & Peng, W. (2009). Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games). Computers in Human Behavior, 25(6), 1306-1311.
Lo, S. (2008). The impact of online game character’s outward attractiveness and social status on interpersonal attraction. Computers in Human Behavior, 24(5), 1947-1958.
Lo, S.-K., Wang, C.-C., & Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. CyberPsychology & Behavior, 8(1), 15-20.
Loon, M., & Casimir, G. (2008). Job-demand for learning and job-related learning: The moderating effect of need for achievement. Journal of Managerial Psychology, 23(1), 89-102.
Mehroof, M., & Griffiths, M. D. (2010). Online gaming addition: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behavior, and Social Networking ,13(3), 313-316.
Ong, E. Y. L., Ang, R. P., Ho, J. C. M., Lim, J. C. Y., Goh, D. H., Lee, C. S., & Chua, A. Y. K. (2011). Narcissism, extraversion and adolescents’ self-presentation on Facebook. Personality and Individual Differences, 50(2), 180-185.
Peterson, C., & Seligman, M. E. P. (2004). Character strengths and virtues: A handbook and classification. New York: Oxford University Press/Washington, DC: American Psychological Association.
Rosenberg, M. (1965). Society and the adolescent child. Princeton, NJ: Princeton University Press.
Ryan, R. G. (2009). Age differences in personality: Adolescents and young adults. Personality and Individual Differences, 47(4), 331-335.
Schmidt, L. C., & Frieze, I. H. (1997). A mediational model of power, affiliation and achievement motives and product involvement. Journal of Business and Psychology, 11(4), 425-446.
Spain, J., & Vega, G. (2005). Sony online entertainment: EverQuest or EverCrack. Journal of Business Ethics, 58(1-3), 3-6.
Sparfeldt, J. R., & Rost, D. H. (2011). Content-specific achievement motives, Personality and Individual Differences, 50(4), 496-501.
Teng, C.-I. (2008). Personality differences between online game players and nonplayers in a student sample. CyberPsychology & Behavior, 11(2), 232-234.
Terracciano, A., McCrae, R. R., & Costa, P. T. (2010). Intra-individual change in personality stability and age. Journal of Research in Personality, 44(1), 31-37.
Witt, E. A., Massman, A. J., & Jackson, L. A. (2011). Trends in youth’s videogame playing, overall computer use, and communication technology use: The impact of self-esteem and the Big Five personality factors. Computer in Human Behavior, 27(2), 763-769.

連結至畢業學校之論文網頁點我開啟連結
註: 此連結為研究生畢業學校所提供,不一定有電子全文可供下載,若連結有誤,請點選上方之〝勘誤回報〞功能,我們會盡快修正,謝謝!
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
無相關期刊
 
系統版面圖檔 系統版面圖檔