第五章 討論
第三節 研究限制與建議
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第三節 研究限制與建議
過去研究多在瞭解電腦使用對睡眠產生何種影響,並透過實驗的操弄,瞭解 晚間或睡前從事電腦遊戲對激發程度與睡眠的影響,本研究在方法上使用一週日 誌記錄的方式,於大學生實際每晚的電腦使用情況與睡眠型態進行瞭解,並突破 過去將一週資料平均或取其中一時段分析的方法,本研究使用階層線性分析,使 其處理受試者一週每日填寫的資料,更瞭解其中之變化。除此之外,本研究探討 電腦使用對睡眠影響其中之因素,除了納入過去生理、認知激發的概念,更加入 沈浸的因素,使影響因素的模型更加豐富,也瞭解電腦使用對於睡眠影響因素的 多元性。但本研究由於樣本為北部地區的大專院校為主,此結果是否推論至大學 生族群,則有待保留。除此之外,本研究募集之樣本中,使用線上遊戲者僅19 位,其中僅3 位從事線上虛擬角色的遊戲,由於電腦使用內容的不同,可能使得 睡眠型態有所不同,而造成本研究推論上之限制。在測量方式上,本研究採用主 觀評量的方式,請受試者將問卷資料帶回家每日填寫,雖每日早晚發送簡訊並於 第三日電訪填寫狀況,且可能在電腦使用至睡眠影響的路徑中仍有許多實際場域 中的干擾因素,仍不如實驗室操弄來得嚴謹,且在研究的結果推論上只限於受試 者主觀評估的部分。除此之外,本研究雖電腦使用至影響因素再至睡眠變項之間 具有時序性,並使用階層線性分析提高變項之間的因果性,但若要確定因果關 係,仍有待不同的研究方式加以確立。
針對後續的研究,建議選取樣本時可拓及整體大學生,以瞭解是否有地域性 之差異,除此之外,於電腦使用的內容上增加其豐富性,以更明確地瞭解不同的 使用內容其在影響因素與睡眠變項上的差異。本研究使用一週電腦使用與睡眠日 誌的問卷填寫方式,於受試者實際生活場域中電腦使用與睡眠的狀況進行其中影 響因素的探討,但實際場域中的干擾因素無法控制,未來建議使用嚴謹的實驗操 弄模擬受試者實際使用電腦情形與客觀測量生理激發與EEG,並進行夜晚的 PSG,使其資料更加客觀與嚴謹並且變項間之因果關係更加確定。
最後,本研究於大學生實際生活場域瞭解電腦使用對睡眠影響之因素,發現
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晚上電腦使用內容可預測沈浸程度,而每晚電腦使用的沈浸程度似乎在電腦使用 對睡眠影響中扮演之正向角色,但是,若睡前從事虛擬角色的線上遊戲雖提升沈 浸程度,其就寢時間較晚且總睡眠時數減少;此外,睡前電腦使用時間越長,睡 前的認知激發越高,睡前的生理激發程度也提升,則當晚的就寢時間較晚且總睡 眠時數減少,可能對睡眠產生不良影響。在臨床上,若要減低電腦使用對睡眠的 影響,或許可以從睡前電腦使用的時間與內容著手。在電腦使用時間部分,減少 睡前電腦使用的時間,並設定就寢時間,一旦到了就寢時間,必須關掉電腦以減 少電腦使用佔用到晚上睡眠時間。在電腦使用內容部分,需選擇睡前電腦使用的 內容,盡量避免從事虛擬角色的電腦遊戲,且長期來說,避免電腦使用達到成癮 的狀態,可能可使電腦使用對睡眠負向之影響降低。未來研究可以針對其中影響 因素,進行更多元性的探討,使整體模式架構更加豐富與完整。
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