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研究生:鄧裴姮
研究生(外文):Dang-Bui Hang
論文名稱:心理偏誤對遊戲玩家的影響-以英雄聯盟玩家為例
論文名稱(外文):How the Psychological Bias Affect the Behaviors of Game Players - League of Legends Players Study
指導教授:呂麒麟呂麒麟引用關係
學位類別:碩士
校院名稱:國立虎尾科技大學
系所名稱:經營管理研究所
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:2015
畢業學年度:103
語文別:英文
論文頁數:62
中文關鍵詞:偏見問卷調查行為心理
外文關鍵詞:BiasQuestionnairesBehaviorPsychology
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  • 被引用被引用:0
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  • 下載下載:80
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摘要
研究顯示,’’英雄聯盟’’是時下最受歡迎的線上遊戲,這是一個不錯得動機促使我們做這個研究。論文架構採用對越南玩家們所調查的數據探討。另外對越南與台灣玩家們的問卷調查中統計出的心理因素與成見是如何影響他們的財務決定。經研究,在遊戲裡,玩家們會有些合理的舉動。他們在付錢及選擇的時候是對遊戲有影響的情況。但是站在玩家的立場,這個決定最有可能是基於遊戲公司偏見的合理或吸引性。結果顯示跟其他電視遊戲一樣,在遊戲裡玩家們需要時間到特定位置或者付錢縮短差距。這種認知現象仍然存在於低層的玩家之中。否則高端玩家更加節制。選擇要玩同類型的遊戲理由其實大都相同。
這篇研究目的是為了幫助父母在小孩的心理細節上有更多的認知,尤其是那些年輕的族群如何辨別他們是否正在慢慢上癮,另外遊戲公司如何推廣他們的宣傳計畫,為何讓玩家們會很輕易的就被吸引住。


This study used questionnaires completed by League of Legends Game Players (in Vietnam and Taiwan) to speak out how the psychology factors and bias affect to financial decisions of the game players. We investigated that players are paying or having decisions by the time that related to the affection of the game. The decision least likely based on rationality or attractions of game companies’ bias that setting up and suspecting the users. The result showed that, same as other video games, the players need time to achieve certain positions and higher in game or pay money to shorten the gap. It is still existing the subjective cognitive of players with lower level. Otherwise, the higher position players are more modest. The reasons to choose game for playing are not so different between games at the same kind. The purpose of this studying is helping parents to have more knowledge about psychology of their children in the details, especially teenage players, distinguish the bias by normal activities before coming the addicts, how the game companies launch their promotion programs and why the players are attractive easily by those programs.

Table of Contents
Abstract................................................ i
摘要............................................ ii
Acknowledgements........................................ iii
Table of Contents....................................... iv
List of Tables................................. vi
List of Figures ...........................................vii
Chapter 1 Introduction............................................ 1
1.1 Research Background..................... 1
1.2 Research Objectives..................... 3
1.3 Research Objectives..................... 4
Chapter 2 Literature Review..................... 6
2.1 Cognitive Bias Definition..................... 6
2.2 Our Brains Love Game – Why?................... 7
2.3 Define of Game Addiction..................... 9
2.3.1 Definition..................... 9
2.3.2 Phenomenological Analysis of Online Gaming Addiction .....................10
2.4 Bias before Coming Game Addict – The Connection with Daily Behavior – Connection to the Hypothesis......... 11
Chapter 3 Research Methodology.................. 13
3.1 Conceptual of Model and Hypothesis............ 13
3.1.1 Conceptual Model........... 13
3.1.2 Hypothesis........... 13
3.2 Research Method........... 18
3.3 The Question Survey Design........... 19
3.3.1 General and Demographic Information.......... 19
3.3.2 Experiences of Playing Game MMOPRG.......... 19
3.3.4 Changing Money Experience........... 19
3.4 Data Analysis and Tools........... 20
Chapter 4 Result Analysis........... 21
4.1 Data Description........... 21
4.2 Results from Vietnamese Data........... 23
4.3 Results from Taiwan Data........... 30
4.4 Comparison between Vietnamese and Taiwanese Data ........... 35
Chapter 5 Conclusions and Recommendations........ 37
5.1 Conclusions and Implications for Research and Practice 37
5.2 Recommendations........... 39
References ........... 41
Appendix I - English Questionnaire........... 45
Appendix II - Vietnamese Questionnaire........... 52
Abstract ........... 59
Curriculum Vitae........... 62

References

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