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  1. NTU Theses and Dissertations Repository
  2. 管理學院
  3. 國際企業學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/18211
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor黃恆獎(Heng-Chiang Huang)
dc.contributor.authorShih-Tsen Wangen
dc.contributor.author王枻岑zh_TW
dc.date.accessioned2021-06-08T00:55:02Z-
dc.date.copyright2015-03-16
dc.date.issued2014
dc.date.submitted2015-02-24
dc.identifier.citation一、 中文文獻
1. 林珊如(2004)。〈網路敵意及網路沉迷--兩種去社會抑制行為之相關研究〉。《教育與心理研究》,27(2):325-352。
2. 林清山. (1984). 線性結構關係 (LISREL) 電腦程式的理論與應用. 測驗年刊, 第 31 輯, 頁, 149-164.
3. 邱智強(2001)。網路成癮︰一種新的文明病?<http://www.tcpc.gov.tw/package/electricbook/40/40-2.htm >
4. 邱皓政. (2003). 結構方程模式: LISREL 的理論, 技術與應用, 台北: 雙葉書廊.
5. 傅鏡暉,線上遊戲產業之道:數位內容、營運經驗,台北:上奇科技,民國93 年。
6. 曾馨瑩,林純如(2012),以社交焦慮傾向和感知匿名性探討社群媒體中的自我揭露行為。
7. 蕭文龍,2013,統計分析:SPSS中文版 + PLS_SEM(smartPLS),台北:碁峰
8. 蘇政泓 (2006),「以社群之觀點探討線上遊戲使用者參與線上遊戲之動機」,東吳大學碩士論文
二、英文文獻
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/18211-
dc.description.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。
zh_TW
dc.description.abstractOwing 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.
en
dc.description.provenanceMade available in DSpace on 2021-06-08T00:55:02Z (GMT). No. of bitstreams: 1
ntu-103-R01724026-1.pdf: 1337827 bytes, checksum: f79cb9488958c8060b4844411adfd783 (MD5)
Previous issue date: 2014
en
dc.description.tableofcontents口試委員會審定書 I
誌謝 II
摘要 III
Abstract IV
目錄 1
圖目錄 4
表目錄 5
第一章 緒論 7
1.1 研究背景 7
1.2 研究動機 9
1.3 研究目的 9
1.4 研究流程 10
第二章 文獻回顧 11
2.1 手機社群遊戲 (mobile social game) 11
2.2 去抑制化(disinhibition effect) 16
2.3 知識分享(knowledge sharing) 18
2.4 社會資本(social capital) 19
2.5 虛擬社群意識(sense of virtual community) 21
2.6 心理福祉(Psychological well-beings) 22
2.7 遊戲成癮(game addiction) 23
2.8 社交焦慮(social anxiety) 25
2.9 網路外部性(internet externalities) 26
第三章 研究方法 27
3.1 研究模型與假設 27
3.2 研究變數定義及衡量問項 31
3.2.1 去抑制化 31
3.2.2 知識分享 33
3.2.3 社會資本 33
3.2.4 虛擬社群意識 35
3.2.5 心理福祉 36
3.2.6 遊戲成癮 38
3.2.7 社交焦慮 39
3.2.8 網路外部性 40
3.3 問卷設計與發放 40
3.4 資料蒐集及分析方法 41
3.4.1 研究對象 41
3.4.2 分析工具 41
3.5 PLS (Partial Least Square)簡介 42
3.5.1 模型簡介 44
3.5.2 反映形及形成型指標介紹 46
3.5.3 PLS估計方法與配適度衡量 47
第四章 資料分析 48
4.1 樣本資料說明 48
4.2 敘述性統計分析 51
4.3 信度與效度分析 52
4.4 建立結構方程模式 63
4.5 路徑分析 66
4.6 模型配適度(Goodness of Fit, GoF)檢定 71
4.7 假設檢定結果討論 72
第五章 結論 76
5.1 研究結論 76
5.2 行銷意涵 77
5.3 研究限制 78
5.4 後續研究 79
參考資料 80
一、中文文獻 80
二、英文文獻 81
附錄 87
dc.language.isozh-TW
dc.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zh_TW
dc.titleA Structural Equation Modeling of Mobile Game Addiction from a Gaming Community Perspective:Taking “Tower of Saviors “as An Exampleen
dc.typeThesis
dc.date.schoolyear103-1
dc.description.degree碩士
dc.contributor.oralexamcommittee王仕茹(Shih-Ju Wang),江季芸(Chi-Yun Chiang)
dc.subject.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,zh_TW
dc.subject.keywordSocial capital,virtual community awareness,psychological well-being,game addiction,social anxiety,smartpls,en
dc.relation.page98
dc.rights.note未授權
dc.date.accepted2015-02-24
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept國際企業學研究所zh_TW
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