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  1. NTU Theses and Dissertations Repository
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Please use this identifier to cite or link to this item: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/18211
Title: 以社群觀點探討手機遊戲成癮之結構關係模型–以「神魔之塔」為例
A Structural Equation Modeling of Mobile Game Addiction from a Gaming Community Perspective:Taking “Tower of Saviors “as An Example
Authors: Shih-Tsen Wang
王枻岑
Advisor: 黃恆獎(Heng-Chiang Huang)
Keyword: 社會資本,虛擬社群意識,心理福祉,遊戲成癮,社交焦慮,結構方程模型,
Social capital,virtual community awareness,psychological well-being,game addiction,social anxiety,smartpls,
Publication Year : 2014
Degree: 碩士
Abstract: 手機裝置和應用程式的高度成長,手機遊戲已變成最流行的娛樂媒介之一(Bose and Yang, 2011)。本研究透過目前臺灣時下流行的手機社群遊戲「神魔之塔」作為分析對象。目前神魔之塔已在台灣幾乎為無人不知,無人不曉的手機遊戲。但發現這些使用者的生活或行為逐漸地被遊戲佔據,變得無法自主地控制其行為,產生了遊戲成癮的行為。因此,本研究主要以社群的觀點:「社會資本」及「虛擬社群意識」來分析遊戲玩家成癮的過程,並結合「社交焦慮」等外部因素使遊戲成癮的探討更為全面。
本研究透過相關文獻之整理,並經由問卷發放及SEM統計軟體 smartpls分析進行驗證,以瞭解遊戲玩家的遊戲成癮的行為,問卷有效樣本數為296 份;研究結果顯示「社會資本」、「虛擬社群意識」會對遊戲玩家之「心理福祉」有產生顯著的正面影響,進而對遊戲玩家之「遊戲成癮」也產生了顯著的正面影響;另外「社交焦慮」對遊戲玩家之遊戲成癮也有顯著的正面影響。
Owing to the high growth of mobile devices and applications, mobile games have become one of the most popular entertainment medium (Bose and Yang, 2011). This study takes the most popular social mobile game, 'Tower of Saviors (TOS)', as an example in the study. Currently, TOS has become a well-known social mobile game in Taiwan, and that it was found that the life or the behavior of this game’s players has been gradually occupied by the game. Furthermore, they are unable to control their behaviors on their own, resulting in Behavior of Game Addiction. Therefore, this study focuses on social network perspectives: 'Social Capital' and 'Sense of Virtual Community' to analyze the process of game addiction, combining with external factors, 'Social Anxiety' to make our study more comprehensively.
Based on prior literature, a model was proposed and empirically tested to analyze factors influencing game users’ behavior of game addiction. This study has received 296 valid questionnaires as research data and adopted SmartPLS as the analyzing tool, it’s shown that 'social capital' and 'sense of virtual community' generated a significant positive relationship with 'psychological well-being' of game user and in turn, 'psychological well-being' of game users generated a significant positive relationship with 'game addiction' as well. The exogenous factor 'social anxiety' also have a significant positive relationship with game addiction.
URI: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/18211
Fulltext Rights: 未授權
Appears in Collections:國際企業學系

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