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研究生: 盧永欽
Lu, Yung-chin
論文名稱: 憂鬱程度與正向線上遊戲效果預期對臺灣男女大學生線上遊戲使用與網路成癮程度之預測
Depression and Positive Outcome Expectancy in Predicting Online Game Use and Internet Addiction among Male and Female College Students in Taiwan
指導教授: 柯慧貞
Ko, Huei-Chen
學位類別: 碩士
Master
系所名稱: 醫學院 - 行為醫學研究所
Institute of Behavioral Medicine
論文出版年: 2009
畢業學年度: 97
語文別: 中文
論文頁數: 101
中文關鍵詞: 線上遊戲效果預期憂鬱程度網路成癮
外文關鍵詞: online game, outcome expectancy, depressive symptoms, internet addiction
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  • 研究背景及研究目的:
    許多研究指出,某些個體因過度使用網路而造成工作、家庭及學業困擾,故「網路成癮」成為重要心理與行為問題。調查指出,網路使用類型中,線上遊戲是最主要的型態。另外過往研究指出,憂鬱情緒會影響成癮行為,個人可能以成癮性物質或活動來處理情緒;而社會學習理論則指出,對成癮物質或活動之正向效果預期可預測成癮行為。但是,在線上遊戲與網路成癮的領域中,尚無研究整合憂鬱與正向效果預期因子,來探討大學生的線上遊戲使用與網路成癮之行為,故本研究在文獻回顧後,整合情緒與認知因子來建構線上遊戲使用行為與網路成癮之心理歷程模式,進一步以結構方程模式進行實徵驗證。
    本研究提出三種假設模式,第一個假設模式為“直接模式”,憂鬱程度能預測線上遊戲的使用,同時,正向線上遊戲效果預期會影響線上遊戲的使用,最後線上遊戲的使用能預測網路成癮程度;第二種假設模式為“中介模式”,即憂鬱程度會透過正向線上遊戲效果預期進而預測線上遊戲使用,再預測網路成癮程度;第三種假設模式則是“混合模式”,憂鬱程度會預測線上遊戲的使用,也會透過正向線上遊戲效果預期預測線上遊戲使用,再預測網路成癮程度。最後,由於文獻探討發現,過去研究指出,線上遊戲使用行為與成癮之成因可能有性別差異,故本研究將分別討論男女大學生在三種假設模式上的適配度。

    研究方法:
    本研究採橫斷式設計。參與者:以南區大專院校學生為母群體,依學院與學制分層後,再隨機以叢集抽樣,總回收問卷2,955份,最終有效問卷為2,004份,反應率為67.90%。研究工具:包括個人資料表、線上遊戲使用問卷、柯氏憂鬱量表、正向線上遊戲效果預期量表及網路成癮量表。研究程序:於2006年,南區大專校院中抽樣出參與者後,透過班級施測;在經過詳細的解說研究目的與填寫同意書後,填寫上述之自陳式問卷。統計分析:以結構方程模式的統計方式,進行模式的驗證、選擇及檢驗模式解釋觀察資料的程度。

    結果與討論:
    研究結果發現,無論是男性與女性大學生中,「混合模式」皆為最適配的模式,具有良好的整體模式適配度;此模式顯示:(一)大學生的憂鬱程度越高,則線上遊戲的使用也會越多;(二)正向線上遊戲效果預期越高,其線上遊戲使用越多;(三)線上遊戲的使用越多,其網路成癮的程度則越高;(四)憂鬱程度除了會直接影響線上遊戲使用,也會透過正向線上遊戲效果預期而影響線上遊戲的使用;女性大學生之模式對網路成癮的總釋解量為25%,而男性大學生之模式對網路成癮的總解釋量達34%。

    結論與建議:
    本研究支持了大學生線上遊戲使用行為的自我醫療機制,且也證實正向線上遊戲效果預期為憂鬱程度影響線上遊戲使用的中介角色。研究結果建議,針對大學生之網路成癮的介入策略可教導大學生線上遊戲使用者如何去處理其憂鬱情緒和面對壓力;另外,教導大學生以非網路遊戲其他方式來獲得他們的需求及取得成就感,並且訓練大學生的時間管理能力。

    Background
    People who access the internet excessively may result in poor academic performance, work problem, family conflict, and most importantly may cause internet addiction. Studies have shown that the primary type of internet use was playing online games. Furthermore, previous studies have consistently shown that depressive symptoms could affect individuals’ addictive behavior. Additionally, positive outcome expectancy, from Bandura's social cognitive theory has also been used to explain addictive behaviors. However, no well-established and comprehensive model has integrated depression and positive outcome expectancy in explaining the risks for online game use and internet addiction among male and female college students. Through the application of the Structural Equation Model, this study was designed to examine the psychological mechanism of online game use and internet addiction.
    Three hypothesized models integrating depressive symptoms, positive outcome expectancy determinants of online game use and internet addiction were proposed and examined in this study: The direct model: depressive symptoms would directly affect the online game use and in turn cause internet addiction; positive outcome expectancy of online game use would affect the online game use time in causing internet addiction through online game use. The mediation model: depressive symptoms would indirectly affect the online game use and cause internet addiction via positive outcome expectance of online game use. The hybrid model: depressive symptoms would directly, and indirectly through positive outcome expectancy of online game use, affect the online game use and cause internet addiction. Gender differences may exist in the online game addiction models for college students. Thus, the present study separated participants into male and female groups in order to examine gender differences for the hypothesized internet addiction models.
    Methods
    A cross-sectional design was taken. Participants: A cluster random sampling by department was further applied to randomly choose subjects from each major. A sample of 2,955 participants was invited to participate in this study. Finally, 2,004 participants agreed and completed all the questionnaires without missing data, which composed of 1,133 females and 871 males, gaining a response rate of 67.90%. Measurements: Questionnaires used in the present study included demographic data, Ko’s Depression Inventory, Online game use, Positive outcome expectancy of online game use scale, and The Chen Internet Addiction Scale. Procedure: Data were collected in 2006 from 14 colleges in southern Taiwan. Before group administration, the purpose and details of the study and confidentiality were fully explained and students’ informed consents were obtained. Statistical analysis: we examined the relationship among the variables through the Structural Equation Model (SEM) which was carried out by the AMOS program (Amos 7.0).
    Results
    The results showed that the hybrid model among female and male college students had a good model-fit evaluation. The primary findings is as follows:(1)College students who had more depressive symptoms had more online game usage.(2)With more online game usage, college students had a higher tendency of Internet addiction.(3)With higher positive outcome expectancy of online game, college students had more online game usage.(4)The results showed that depressive symptoms had both direct, and indirect effects via the positive outcome expectancy of online game use, on the online game use, in males and females, explaining 34% and 25%, respectively of the variance in predicting internet addiction.
    Conclusion and Implication
    Our results not only supported the self-medication model of online game use and internet addiction, but confirmed the mediated role of positive outcome expectancy between affect and online game use and internet addiction among female and male college students. We suggest preventive programs for online game addition should focus on the education of coping with depression and stress, alternative ways to meet individual needs for achievement and maintain adequate time management skills for online game usage.

    中文摘要 I 英文摘要 III 誌謝 VI 目錄 VII 表目錄 VIII 圖目錄 IX 附錄目錄 IX 目錄 第一章:緒論 1 第一節:網路使用與成癮的現況探討 1 壹、上網人口日益增多且網路普及所帶來的隱憂 1 貳、過量使用網路的高危險族群 2 參、網路成癮的定義與爭議 3 肆、網路成癮的衡鑑探討: 5 伍、總結 11 第二節:網路成癮中的“線上遊戲” 13 壹、網路成癮中新型態「線上遊戲」 13 貳、線上遊戲的發展及內容分類 14 參、關於線上遊戲與成癮的研究 19 肆、總結 23 第三節:線上遊戲、憂鬱與效果預期的關係 24 壹、從正向線上遊戲效果預期解釋成癮可能的心理成因 24 貳、憂鬱症狀對線上遊戲使用與成癮的影響 27 、憂鬱與正向線上遊戲效果預期間的關係 30 肆、性別對線上遊戲使用與成癮的影響 32 伍、總結 34 第四節:研究目的與設計 39 第二章:研究方法 40 第一節、研究對象與抽樣方法 41 第二節、研究工具 43 壹、個人資料表 43 貳、線上遊戲使用 43 參、網路成癮量表 43 肆、柯氏憂鬱量表 44 伍、正向線上遊戲效果預期量表 44 第三節、研究程序 48 第四節、統計分析 49 第三章:研究結果 51 第一節、研究對象之抽樣結果 51 第二節、網路成癮與其相關因子間之關係 53 第三節、男女大專院校學生假設模式之分析 55 壹、女性大專院校學生直接模式、中介模式及混合模式的比較 55 貳、男性大專院校學生直接模式、中介模式及混合模式的比較 58 第四節、男女大專院校學生選取模式之結果 61 壹、女性大專院校學生其混合模式適配度結果呈現 61 貳、男性大專院校學生其混合模式適配度結果呈現 65 第四章:討論 71 壹、男女大專院校學生所適配的模式 71 貳、大學生的線上遊戲使用與網路成癮程度的關係 71 參、大學生的憂鬱症狀與線上遊戲使用的關係 72 肆、正向線上遊戲效果預期可預測線上遊戲的使用 72 伍、正向線上遊戲效果預期為憂鬱症狀預測線上遊戲使用的中介變項 73 陸、男性混合模式與女性混合模式在解釋量上的差異 74 柒、此研究的限制 74 捌、未來研究可以進行的方向 75 玖、本研究的貢獻 75 拾、總結 76 第五章:參考文獻 77 中文部分 77 英文部分 80 表目錄 表1、網路成癮症判定標準 6 表2、網路成癮診斷標準 7 表3、IRABI受試者填答結果 7 表4、Andersen判斷網路依賴的標準 8 表5、網路成癮自我評量測驗 9 表6、中文網路成癮量表因素(陳淑惠,1999) 10 表7、MUD與線上遊戲發展史 15 表8、中華民國教育統計之高等教育類別 42 表9、正向線上遊戲效果預期之因素分析表 47 表10、有效樣本之結構 52 表11、男性大專院校學生所有相關因子矩陣(下方)與女性大專院校學生所有相關因子矩陣(上方) 54 表12、女性大專院校學生各模式之適配度 56 表13、男性大專院校學生之各模式適配度 59 表14、女性大專院校學生之混合模式估計參數之顯著性考驗及標準化效果值 62 表15、女性大專院校學生之混合模式個別指標信度 63 表16、女性大學生混合模式潛在變項間的直接、間接與全體效果之標準化效果值 65 表17、男性大專院校學生其混合模式估計參數之顯著性考驗及標準化效果值 67 表18、男性大專院校學生混合模式個別指標信度 68 表19、男性大學生混合模式潛在變項間的直接、間接與全體效果之標準化效果值 70 圖目錄 圖1、男性大專院校學生或女性大專院校學生的直接模式 36 圖2、男性大專院校學生或女性大專院校學生的中介模式 37 圖3、男性大專院校學生或女性大專院校學生的混合模式 38 圖4、女性大專院校學生混合模式之路徑係數圖 57 圖5、男性大專院校學生混合模式之路徑係數圖 60 附錄目錄 附錄一、基本資料表 88 附錄二、柯氏憂鬱量表 93 附錄三、正向線上遊戲效果預期量表 99 附錄四、網路成癮量表 101

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