南華大學機構典藏系統:Item 987654321/18129
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    Title: 國小高年級學生線上遊戲經驗及其相關變項之研究
    Other Titles: Online Game Experiences in Senior Elementary Students and Relevant Variables
    Authors: 卓滄啟
    Cho, Tsang-chi
    Contributors: 資訊管理學系
    陸海文
    hai-wen Lu
    Keywords: 線上遊戲參與動機;線上遊戲;國小高年級學生;生活型態
    online games;motive for participating in online games;Senior elementary students;lifestyle
    Date: 2012
    Issue Date: 2015-01-08 12:01:17 (UTC+8)
    Abstract:   隨著科技日新月異,電腦與寬頻網路普及,網路已經成為人們從事休閒活動及獲取資訊的重要方式之一,舉凡資料蒐集、交友、購物或玩線上遊戲等,均可藉由網路來滿足需求,其中線上遊戲更是青少年的最愛。   本研究探討國小高年級學生線上遊戲經驗及其相關變項之研究,以全國國小高年級學生為研究對象,採用問卷調查法,使用研究工具為「線上遊戲經驗及其相關變項調查問卷」,內容包含個人基本資料、線上遊戲使用經驗、線上遊戲參與動機與生活型態等四個部分。配合描述性統計、卡方檢定、獨立樣本t檢定以及單因子變異數分析等統計方法檢定各項研究假設。本研究發現有使用線上遊戲之學生達八成七之多,多數偏向玩免費的線上遊戲,開始接觸之年齡層有下降的趨勢,在不同背景變項、參與動機與生活型態下,使用經驗有部分達顯著差異。研究結果對於政府相關單位訂定教育政策、家長老師輔導學生、廠商進行設計規劃與宣傳以及未來學術研究者從事研究工作時,能提供決策準則依據。
      In the ongoing advancement of technology and the prevalence of computers and the broadband Internet, the Internet has become one of the most essential tools to engage in leisure activities and obtain information. Data collecting, making friends, shopping, and playing games, in which online games are popular among teenagers, are provided by the Internet.   In this study, we investigate online game experiences in senior elementary students and relevant variables. Participants in this study are 5th to 6th grade students from various elementary schools in Taiwan. A survey using a “questionnaire on online game experiences and relevant variables” was conducted. The questionnaire had four sections: personal information, online game experiences, motives for participating in online games, and lifestyle. Hypotheses in this study were verified using statistical methods such as descriptive statistics, chi-square test, independent sampling t test, and one-way ANOVA. Results of this study showed that 87% of students have played online games. Most students prefer to play free online games. The age of initial contact to online games changes in a descending manner. Using different background variables, participating motives, and lifestyles, some user experiences have showed significant differences. These study results can be a basis for government authorities in deciding education policies, for parents and teachers to provide counseling to students, for online game providers to design and advertise their products, and for future studies in academic fields.
    Appears in Collections:[Department of Information Management] Disserations and Theses

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