• 沒有找到結果。

第五章 討論

第三節 研究貢獻

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第二節 研究限制與建議

本研究採取橫斷性研究,然網路遊戲成癮問題的形成與發展需經歷一段時間,

如同 DSM-5 與 ICD-11 診斷標準中症狀需至少維持一年,而玩家之遊戲動機與問題 性遊戲行為間動力關係,可能隨著時間有所改變(Chang, et al., 2018)。此外,潛在 剖面分析採取資料趨導,描述同一時間點下網路遊戲成癮類型與網路遊戲動機類型 之型態,對於因果關係較難推論,建議後續研究可採取不同時間點進行追蹤,有助 觀察網路遊戲成癮問題發展歷程與動機間關係之釐清。

此外,在量表的修訂過程,受限於受試人數無法分成兩組,針對修訂後之量表 進行複核驗證,建議後續研究可增加樣本人數,以進行複核驗證效度分析。

第三節 研究貢獻

本研究在樣本特性上,以 20-29 歲之玩家比例最多,且女性比例達 51.5%,有

別於過往研究樣本中幾乎男性佔八成以上(Billieux, et al., 2015;Hussain, et al., 2015;

Chang, et al., 2018),根據財團法人商業研究院 2016 年調查發現,台灣遊戲玩家年 齡以 20-29 歲比例最高,女性比例高於男性;而女性玩家資料過往在網路遊戲研究 中卻較少被收集到,且年齡多集中於青少年或大學生族群,因此,本研究之樣本在 年齡與性別上顯示更貼近國內遊戲玩家之族群特性,且相較過去研究樣本更能提供 關於女性玩家之遊戲行為特性。

本研究針對網路遊戲成癮問題與網路遊戲動機採取潛在剖面分析,是目前國內 研究較少使用之分析方法,對於玩家之網路遊戲成癮問題與遊戲動機,強調個別差 異性之探討;更重要的是,研究結果顯示出,玩家在網路遊戲成癮問題上存在異質 性之次群體,不僅只有網路遊戲成癮與非成癮組,同時各網路遊戲成癮類組之動機 類型與遊戲行為特性之差異,特別是某些特定動機組和類型,更容易出現在高度網 路遊戲成癮組中。

在臨床應用方面,本研究之結果提供相關教育或醫療單位,未來在擬定相關預 防策略或介入計畫時,更能注意到不同網路遊戲成癮類型,其症狀表現與動機類型 之差異,提供更適切之治療與介入方向。

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