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  1. Home
  2. 學位論文(103學年度以前)
  3. 學位論文(103學年度之前)
  4. 落入online game的世界─玩家參與線上遊戲歷程之研究
 
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落入online game的世界─玩家參與線上遊戲歷程之研究

Into the world of online-games: the study on the player’s process of playing online games

Date Issued
2017-02-22T15:32:51Z
Date
2007
Advisor
陳渝苓
Chen, Yu-Ling
URI
https://ir.ntus.edu.tw/handle/987654321/70596
Abstract
  網路帶動線上遊戲的興盛,成為人們另一種休閒活動的選擇。而玩家參與線上遊戲的行為與歷程,則是一種新的休閒體驗。本文以整體歷程角度來探討玩家參與線上遊戲的行為,認為這僅是一種休閒活動參與的過程。而為了更深入瞭解玩家在虛擬世界真實的面貌,因此以質性研究法探討,並以紮根理論方式分析資料,建構出玩家參與線上遊戲歷程模式;研究對象則以立意取樣方式,再以滾雪球方法尋求下一位參與者,共尋訪十一位參與者。研究發現玩家參與遊戲確實為階段性之行為。參與線上遊戲歷程則劃分為四大階段,第一階段為入迷期;第二階段沉浸期;第三階段減弱期;第四階段反省期。每個階段以五大面向之生活型態、休閒活動、人際關係、遊戲的影響與改變、時間的投入作為分析要點。結果發現三大現象第一為每位玩家參與歷程的共同點,以生活型態、人際關係影響玩家參與行為因素最大。第二是多數玩家經歷過一段長期的參與遊戲後,會產生自發性的反省行為,認為在遊戲裡投入的時間過多而感到懊悔。第三是最後會產生有兩種行為路徑,第一種是完全終止參與遊戲或終止一段時間後再參與新的遊戲;第二是持續參與遊戲,自我控制能力增強不受遊戲影響,比較能夠配合現實生活。
  Internet brought the booming of online games to the people and it became one of the choice when choosing leisure activity. The behavior and process of those who played online games were thus a new leisure experience. The study took an overall view to see player’s behavior as a process of joining leisure activity. To understand the players more and deeply, the study was quantitative and used The grouned theory to analyze data and construct the player’s process of playing online games. Research objects were purpose sampled and snowball sampled eleven objects were found. Research found playing games was the behavior of stages. There were four stages. Stage one was obsession. Stage two was addiction. Stage three was retreat. Stage four was review. Each stage had five analysis points: life style, leisure activity, human interactions, the influence and change of games and time devotion. The results revealed life style and human interactions affected player’s behavior most. Most players would generate self-reviewing process after a long time of playing games and regret for spending too much time on it. At last, the players either (a)stopped playing games or resumed a new game or (b)kept playing games and strengthened self control so that they wouldn’t affect by games and be more able to deal with the real life.
Subjects
線上遊戲;網路遊戲;網路成癮
online game;internet addiction;internet game
Publisher
休閒運動管理研究所
Description
學位類別:碩士
校院名稱:國立台灣體育學院
系所名稱:休閒運動管理研究所
學號:19102017
畢業學年度:95年
論文頁數:180頁
Type
thesis
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