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研究生: 賴品立
Lai, Pin-Li
論文名稱: 多人線上遊戲(MMOG)之實證研究
An Empirical Study on Massively Multiplayer Online Game(MMOG) Addiction
指導教授: 陳正忠
Chen, Jeng-Chung
廖俊雄
Liao, Chun-Hsiung
學位類別: 碩士
Master
系所名稱: 管理學院 - 交通管理科學系
Department of Transportation and Communication Management Science
論文出版年: 2006
畢業學年度: 94
語文別: 中文
論文頁數: 102
中文關鍵詞: 使用與滿足理論結構方程模式沉浸經驗實驗設計多人線上遊戲
外文關鍵詞: uses and gratifications, SEM, flow experience, experiment design, MMOG
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  • 隨著寬頻網路的普及,帶動了線上遊戲的發展,導致越來越多人有線上遊戲成癮的傾向,因此本研究將研究主題放在多人線上連線遊戲(Massively Multiplayer Online Game, MMOG)上,並探討導致線上遊戲成癮的主要影響因素。另外根據文獻的回顧,沉浸經驗是導致線上遊戲成癮的一個主要影響因素,因此,我們依照沉浸理論所提出的技巧和挑戰高低的配適,來驗證遊戲使用者是否會有沉浸經驗的產生。
    本研究使用了實驗設計的方式,依照線上遊戲使用者技巧的高低,給予其高低難度的挑戰,實驗工具為熱血江湖此款線上遊戲,而實驗對象主要是有使用過熱血江湖的玩家,實驗結果發現不同的技巧和挑戰會導致不同的沉浸狀態,且高技巧的玩家給予高挑戰,低技巧的玩家給予低挑戰,皆能達到沉浸狀態,另外,在遊戲中使用者經驗值的高低、完成任務數多寡和擁有寶物的數量對於使用者沉浸經驗並沒有顯著的影響,而使用者人格特質方面,除了外控人格特質和線上遊戲成癮的狀態有關之外,其餘皆沒有明顯的相關。
    本研究另外根據文獻,發現了使用與滿足、沉浸經驗和自我調節的人格特質對於線上遊戲成癮有影響,另外,個人互動會導致沉浸經驗的產生,使用了結構方程模型(Structual Equation Model)去探討構面之間的因果關係,結果發現個人互動對於沉浸經驗有正向的影響,而沉浸經驗對於線上遊戲成癮有正向的影響,自我調節人格特質對於線上遊戲成癮則是有負向的影響,而在使用與滿足方面,對於線上遊戲成癮則是有負向的影響。

    With the popularity of the ADSL, which resulting in the development of the online game, it is the fact that more and more people have the trend to the addiction of online game. So, we emphasized the topic of research on Massively Multiplayer Online Game and discussed the main reasons resulted in the addiction of Online Game. Besides, according to review of the references, flow experience is the crucial influence causing the addiction of Online Game. Therefore, depending on the skills and properly adjusted challenges which were used by flow experience, we tried to testify whether the occurrence of flow experience would be came into effect by means of users.
    We used the experiment design in this research. According to the skilled users’ level, we gave them with from high level challenges to low level ones. The tools we also gave to them are “Yolgang” this kind of game, and we mainly focused on the users having playing this kind of game. The results of this experiment told us that different skills and challenges of those users will result in different addiction of this kind of game. By the way, we also found that either higher skilled users with higher challenges or lower skilled users with lower challenges are all can reach the addiction of online game. However, the experiment in online game, the number of the completed mission, and the number of the treasure of the users who also played this kind of game are not significantly related to the research we did in this topic. Besides, except that the users’ external locus of control are related to the addiction of online game, the others are not having obvious relationships with the effects of addiction.
    According to the references, this research found that uses and gratifications, online game flow experience, and online game self-regulation personality have the great influence on the addiction of online game. Moreover, personal interaction also results in flow experience. We tried to discuss the causes and effects between structures by means of Structual Equation Model. Finally, we indeed found that individual interactions have the positive influence on addiction and that flow experience has the positive influence on online game. However, self-regulation personality has the negative effect on the addiction of online game, and also the uses and gratifications of the online game have the negative influence on the addiction, too。

    第一章 緒論             1 第一節 研究背景與動機      1  第二節 研究目的           3 第三節 研究流程           3 第二章 文獻回顧           5 第一節 MMOG和MUD相關文獻的探討  5 第二節 沉浸理論相關文獻的探討  8 第三節 網路成癮相關文獻的探討  14 第四節 使用與滿足理論相關文獻的探討  25 第三章 研究方法           32 第一節 研究假設與研究模式       32 第二節 實驗設計           38 第三節 問卷調查           42 第四節 資料分析方法       46 第四章 研究分析與結果       47 第一節 實驗設計分析與結果       47 第二節 問卷調查分析與結果       57 第五章 研究結論與建議       79 第一節 研究結論           79 第二節 研究建議           82 參考文獻                85 附錄一:實驗問卷           93 附錄二:網路問卷           97

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