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線上遊戲之快樂感研究 江俊緯、許晉龍

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線上遊戲之快樂感研究 江俊緯、許晉龍

E-mail: [email protected]

摘 要

隨著娛樂科技的發展,電子遊戲業已是當前成長最為快速的產業,其中又以線上遊戲最受到青睞。其多樣化的內容、豐富 的類型深受玩家喜愛,近年已成為現代人娛樂的重心之一。然而,隨著遊戲玩家的數量激增、所帶來龐大獲利促使廠商投 入更多資源來進行遊戲開發,也引發了學界對線上遊戲的注意,紛紛進行相關議題的研究。 以往探討有關線上遊戲玩家的 行為研究,大都侷限於部分觀點的探討,例如:動機、經驗、滿意度、忠誠度與使用者意圖等。本研究探討娛樂最根本的 目的,線上遊戲是否能為玩家帶來快樂感?並以神迷與社會影響兩個角度切入探討遊戲玩家快樂感,進而延伸至快樂感對 生活品質與工作品質所帶來的影響。藉由網路調查,回收267份有效問卷,樣本經過SPSS、PLS分析整理後,結果顯示,

在線上遊戲情境中,神迷、社會影響會顯著影響快樂感;而線上遊戲所帶來的快樂感,會顯著影響生活品質與工作品質。

關鍵詞 : 線上遊戲、快樂感、神迷、社會影響、生活品質、工作品質 目錄

中文摘要 ..................... iii 英文摘要 .....................

iv 誌謝辭  ..................... v 內容目錄 ....................

. vi 表目錄  ..................... viii 圖目錄  ..................

... ix 第一章  緒論................... 1   第一節  研究背景...........

.... 1   第二節  研究目的與動機............ 7   第三節  研究流程..........

..... 9 第二章  文獻探討................. 11   第一節  線上遊戲........

....... 11   第二節  快樂感................ 15   第三節  神迷........

......... 16   第四節  社會影響............... 21   第五節  生活品質、工作品 質.......... 23 第三章  研究模型與假說.............. 25   第一節  研究架構..

............. 25   第二節  研究假設............... 29 第四章  研究方法..

............... 32   第一節  研究程序............... 32   第二節  問卷 設計............... 32   第三節  問卷蒐集............... 35   第四節   研究分析方法............. 36 第五章  實證分析與結果.............. 38   第一節   樣本基本資料說明........... 38   第二節  敘述性統計分析............ 44   第 三節  信度與效度分析............ 45   第四節  研究結果與討論............ 48 第 六章  結論................... 51   第一節  研究討論...............

51   第二節  研究貢獻............... 52   第三節  研究限制.............

.. 54 參考文獻 ..................... 56 附錄一 正式問卷..............

.... 64 參考文獻

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參考文獻

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